Yuushiro Posted May 21, 2011 Posted May 21, 2011 for dp loops doing 2C>j.D is better than j.C>j.D btw that jD... is that normal jump or high jump?
xlolxlolx Posted May 21, 2011 Posted May 21, 2011 yeah and you can do air dash j.2c>j.c after a couple dp loop variation
Yuushiro Posted May 22, 2011 Posted May 22, 2011 I feel it's more consistent with normal jD instead of high jump jD
Lucien Posted May 22, 2011 Posted May 22, 2011 I feel it's more consistent with normal jD instead of high jump jD ^ this, however this may be due to the fact that I play pad.
TCSyd Posted May 22, 2011 Posted May 22, 2011 (edited) Corner: 5C(CH)>6C> 623B> 6C>623C>5B>5C>2C>hjD>AD j2C>jC 665B>3C>214C ~ 4304 dmg 54 meter 5C > 6C > 623B > 6C > 623C > 5B(2) > 5C > 6C > DC > jC > jD > 5B(2) >2B > 5C > 3C > 214C 4441 Damage; 57 Meter 5B(2) > 5C > Sekkajin > 6C > DC > (Dashing) 5C > SJC > jB > jC > jD > AD > (Crossup) jD/j236D 5B(2) > 5C > Sekkajin > (Dashing) 5C > 2C > SJC > jB > jC > jD > AD > (Crossup) jD/j236D Many of you may know these combos already, but I'm reposting them and noting that jB > jC > jD connects more easily than in CS1. You couldn't do these combos off of a jump-in, for instance (jD would whiff). Edited May 25, 2011 by TCSyd
xlolxlolx Posted May 22, 2011 Posted May 22, 2011 im bored.....ez dmg = (stuff)>hiyoku>6c>dc>5c>hj.c>j.2c>dj.2c>j.214b yeah....4k+ no matter what basically
Yuushiro Posted May 22, 2011 Posted May 22, 2011 im bored.....ez dmg = (stuff)>hiyoku>6c>dc>5c>hj.c>j.2c>dj.2c>j.214b yeah....4k+ no matter what basically (stuff) meaning out of anything???? that combo is guaranteed after hiyoku no matter what?
xlolxlolx Posted May 22, 2011 Posted May 22, 2011 if youre close enough yeah, like 5b>hiyoku, 5b>5c>hiyoku, or even if you do 5b>5c>5d>hiyoku, it'll still connect
Moy_X7 Posted May 24, 2011 Posted May 24, 2011 More combos, on crouching opponents: 5B > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3241 damage, 44 Heat gain) j.B > (dashing)5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3376 damage, 43 Heat gain) 6A > RC > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (2918 damage, 29 Heat gain) From a little over mid-screen: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3536 damage, 50 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3678 damage, 50 Heat gain) A bit close to the corner: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 3C > 214C (3803 damage, 52 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C (4014 damage, 55 Heat gain) As a general rule, try to add a DP B to your combos on crouching opponent if you can, as it boosts the damage and Heat gain like crazy. Specially if you're able to slap at least one DP C in there somewhere.
xlolxlolx Posted May 24, 2011 Posted May 24, 2011 you can usually replace 5b>2b>5c>3c>214c with 5b>5c>3c>623b>214c for more dmg and meter, also necessary for chars that 3c>214c doesnt work on
Yuushiro Posted May 24, 2011 Posted May 24, 2011 you can usually replace 5b>2b>5c>3c>214c with 5b>5c>3c>623b>214c for more dmg and meter, also necessary for chars that 3c>214c doesnt work on yea, I think I already mentioned that
TCSyd Posted May 25, 2011 Posted May 25, 2011 As an addition to my last post: 5B(2) > 5C > Sekkajin > (Dashing) 5B(2) > 5C > SJC > jC > jD > AD > (Crossup/Crossup Fake) jD/j236D I was looking for a combo progression capable of doing crossup/crossup fake reset without changing the normals involved (so as to be not as gimmicky). In this combo, if you do the "(Dashing) 5B(2) > 5C" as late as possible, you will crossup fake. This combo works from jB and works on everyone but Tager. It's also fairly annoying to time against Noel and Mu. In these three cases, it's easier (necessary, in Tager's case) to do "5B(1) > 5C > etc." You can do this on everyone else as well. With all that said, it's still a little gimmicky because the opponent can look at how you're timing 5B after Sekkajin.
Partialartist Posted May 27, 2011 Posted May 27, 2011 (edited) Variation on the easy DP loop. 6C> B DP> 6C> C DP> 5A> 5C> j.B> j.C> j.D> 5C> 2C> 6C> C DP (4671 damage, 43 heat) Edited May 27, 2011 by Partialartist
Moy_X7 Posted May 27, 2011 Posted May 27, 2011 you can usually replace 5b>2b>5c>3c>214c with 5b>5c>3c>623b>214c for more dmg and meter, also necessary for chars that 3c>214c doesnt work on I use that as my Ice Car D ender, didn't think of using it with corner combos lol. I'll have to give that a try and see if it works with most of the combos I posted before and what what things I must omit in order to make room for that ender.
ShoryuSwordsman Posted May 29, 2011 Posted May 29, 2011 As an addition to my last post: 5B(2) > 5C > Sekkajin > (Dashing) 5B(2) > 5C > SJC > jC > jD > AD > (Crossup/Crossup Fake) jD/j236D I was looking for a combo progression capable of doing crossup/crossup fake reset without changing the normals involved (so as to be not as gimmicky). In this combo, if you do the "(Dashing) 5B(2) > 5C" as late as possible, you will crossup fake. This combo works from jB and works on everyone but Tager. It's also fairly annoying to time against Noel and Mu. In these three cases, it's easier (necessary, in Tager's case) to do "5B(1) > 5C > etc." You can do this on everyone else as well. With all that said, it's still a little gimmicky because the opponent can look at how you're timing 5B after Sekkajin. another way for reset setup 5B >5C> Sekkajin> slight dash 6C, DC> 5C>2C> sj.C>sj.D> ad j.D/236D do the 5C after dash cancel ASAP to get the crossup, delay the 5C after dash cancel to get feint. same thing though, opponent has to look at timing of 5C, or, look for the slight dash b4 6C, though it's not too easy to see. also, if you wish to opt outta the reset, or just to mask it a little,u can change to the combo used in Moi's combo vid at 1:25 ( http://www.youtube.com/watch?v=1XgwVHU4Ekg&feature=channel_video_title ), though i can't verify whether that combo is universal or not. Either way, doing that combo sometimes will help keep the reset from being too obvious.
Lucien Posted June 9, 2011 Posted June 9, 2011 I've been working on a freeze reset from DP loop. It's: 6C > DP B > 6C > DP C > 5A > 5C > 5D > 236D. 236D usually yields a re-freeze, if blocked you can start j.A/5A/5B air pressure.
xlolxlolx Posted June 12, 2011 Posted June 12, 2011 yo, lets destroy some assholes in the corner with 5D resets 5B(2)>5C>623B>dash 5B>6C>623C>5A>5C>5D>DC -> AA 5B(2)>5C>623B>6C>623C>5A>5C>5D>DC <-> throw(2)>RC>6C>623B>6C>623C>5B(2)>5C>6C>623C>5A>5C>5D unlikely for them to expect the 5B to catch them in air
Yuushiro Posted June 16, 2011 Posted June 16, 2011 Modified the strategy version on the front page. Please take a look at it.
xlolxlolx Posted June 16, 2011 Posted June 16, 2011 add in 5B(2)>IAD j.2C reset in corner, blocked j.B/j.2C>land>throw, 5B/2B/5C blocked>jump back>j.236A/B>air dash j.2C or jump delay j.C, w/e you want to do really
xlolxlolx Posted June 16, 2011 Posted June 16, 2011 well, ok, a reset attempt, since it'll crossup, and it works better near the end of a combo rather than during pressure
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