Manta Posted August 10, 2011 Posted August 10, 2011 (edited) Additional 2D CH non-RC combos. 2D CH, 4D (1494 Damage) 2D CH, 5C > 6A > 4D (1806) 2D CH, 5C > 6A > 3C, 22D (2101) 2D CH, 3C, 5C > 6A > 623C, 623C, 6B > 2C > 623C > Ender (Rachel and Tager) (3934 Damage with Bgadget) All are possible even if you hit with the first active frame, though the timing on the 5C is tighter than a nun's vagina if you do that though. Literally a 1 Frame link. Given the knockback properties of 2D, following up with 3C 2B > 2C > 623C doesn't seem possible, even in the corner. So unless they're Rachel or Tager, you're getting bad damage, but in all cases you get an assload of magnetism. Edited August 10, 2011 by Manta
CrazyI-nomitsu Posted August 12, 2011 Posted August 12, 2011 Additional 2D CH non-RC combos. 2D CH, 4D (1494 Damage) 2D CH, 5C > 6A > 4D (1806) 2D CH, 5C > 6A > 3C, 22D (2101) 2D CH, 3C, 5C > 6A > 623C, 623C, 6B > 2C > 623C > Ender (Rachel and Tager) (3934 Damage with Bgadget) All are possible even if you hit with the first active frame, though the timing on the 5C is tighter than a nun's vagina if you do that though. Literally a 1 Frame link. Given the knockback properties of 2D, following up with 3C 2B > 2C > 623C doesn't seem possible, even in the corner. So unless they're Rachel or Tager, you're getting bad damage, but in all cases you get an assload of magnetism. Trying them right now. You are not kidding.
Isorropia Posted August 12, 2011 Posted August 12, 2011 Additional 2D CH non-RC combos. 2D CH, 4D (1494 Damage) 2D CH, 5C > 6A > 4D (1806) 2D CH, 5C > 6A > 3C, 22D (2101) 2D CH, 3C, 5C > 6A > 623C, 623C, 6B > 2C > 623C > Ender (Rachel and Tager) (3934 Damage with Bgadget) All are possible even if you hit with the first active frame, though the timing on the 5C is tighter than a nun's vagina if you do that though. Literally a 1 Frame link. Given the knockback properties of 2D, following up with 3C 2B > 2C > 623C doesn't seem possible, even in the corner. So unless they're Rachel or Tager, you're getting bad damage, but in all cases you get an assload of magnetism. If you hit from a decent range, you can go 2D CH > 6A > 3C > 2B > collider etc etc. Can't be point blank, but if you're at any sort of distance that's possible.
Manta Posted August 12, 2011 Posted August 12, 2011 It has to be from the 5th active frame onwards to be precise.
Azzal Posted August 15, 2011 Posted August 15, 2011 Got a stupid question here, don't know if it has been already discussed. In the latest vids, we see Galileo and Pet doing the jD j2c combo on a magnetized opponent. Well, in the first page this combo isn't listed, and I was aware of it but I didn't use it at all ( maybe some CS1 gimmick). I was wondering if this combo was better over the classical COllider 6B, or if it was just situationnal. Man so much question about Tager lately, since CS2 I was all over VK. But now I'm coming back to my first love! <3
Osuna Posted August 15, 2011 Posted August 15, 2011 Got a stupid question here, don't know if it has been already discussed. In the latest vids, we see Galileo and Pet doing the jD j2c combo on a magnetized opponent. Well, in the first page this combo isn't listed, and I was aware of it but I didn't use it at all ( maybe some CS1 gimmick). I was wondering if this combo was better over the classical COllider 6B, or if it was just situationnal. Man so much question about Tager lately, since CS2 I was all over VK. But now I'm coming back to my first love! <3J.D J.2C does more damage and builds more heat, but doesn't put them in the corner the same exact way, still very strong in most cases.
Manta Posted August 16, 2011 Posted August 16, 2011 The timing's also trickier on the j.D j.2C method. You have to have the j.D the frame you leave the ground (go go gadget advance input) and if you do, any j.2c is guaranteed to be the instant elbow version. I find that trickier than the slightly more forgiving AC attractor, particularly as doing 2B > 2C is still an option if you think you did the AC too late. Incidentally, if you're okay with tight timing, the AC, AC, 6C, j.2C, 2B > 2C > AC combo still lives.
Isorropia Posted August 16, 2011 Posted August 16, 2011 The timing's also trickier on the j.D j.2C method. You have to have the j.D the frame you leave the ground (go go gadget advance input) and if you do, any j.2c is guaranteed to be the instant elbow version. I find that trickier than the slightly more forgiving AC attractor, particularly as doing 2B > 2C is still an option if you think you did the AC too late. Incidentally, if you're okay with tight timing, the AC, AC, 6C, j.2C, 2B > 2C > AC combo still lives. If I understand BB's mechanics properly, you can't actually use advanced input to help with the j.D, since BB allows you to cancel pre-jump frames with attacks (so if you press 7D you'll get 5D and not j.D). But maybe there's some interim period....I'm not sure. The extra damage and heat is pretty negligible so I just use 6B>2C anyway though.
Manta Posted August 16, 2011 Posted August 16, 2011 (edited) If I understand BB's mechanics properly, you can't actually use advanced input to help with the j.D, since BB allows you to cancel pre-jump frames with attacks (so if you press 7D you'll get 5D and not j.D). But maybe there's some interim period....I'm not sure. The extra damage and heat is pretty negligible so I just use 6B>2C anyway though. I seem to be able to do it consistently by making deliberate use of it. Maybe it only applies to special moves. Easy enough to test. Press 8~[A] and see what move comes out. EDIT: Pulled this quote from the system data: To jump, hold the joystick in any upward direction. In general, when you jump, you will go through a jump start-up phase ("preparation action") and then leap up. While in jump start-up, your hitbox is considered grounded, you are invulnerable to ground throws, and it's possible to cancel into things like special attacks or gold burst. Edited August 16, 2011 by Manta
Tetra - K Posted August 17, 2011 Posted August 17, 2011 (edited) Thanks for the compliment. I can confirm that you are right about hazama and tsubaki. it also works on ragna. so far only tested those 3 Example combo i just came up with tested ingame on ragna hazama and tsubaki so far just to show that it works. ill test it on the rest later. Non Mag 5C>6A>2C>AC>walk forward>6C>AC>walk forward>6C>AC 3412 (ends in airtech) the timing is actually pretty easy with a little practice. ok tested AC>walk forward>6C>AC on all the chars that you cant or shouldn't use AC>j.C>j.B Carl, Hazama, Tsubaki, Lambda, Mu, Noel, Tao, Platinum, Makoto, jin. AC>walk forward>6C>AC only works on Hazama, Tsubaki, Lambda, Mu, Noel, Tao i could not get it to work on Carl, Platinum, Makoto, jin i will update my combo list with this info and the other FC combos from Edalborez soon You forgot Ragna. It's a little weird. With 5A > 5B > 3C > 2B > 2C > AC > wf > 6C > AC -> I have hard time landing de second colider. But without the 2C I'm can easily land the second colider. Is it me or what? EDIT : Oh god, just landed (j.C) > j.B > j.C > 5C > 6A > colider on ragna lol, I believed that it worked only on mag characters. Edited August 17, 2011 by Tetra - K
A.X.I.S. Posted August 17, 2011 Author Posted August 17, 2011 It works on un-magnetized opponents. The only character that j.B>5C>6A won't work on un-magged is Haku-men
Lumination Posted August 17, 2011 Posted August 17, 2011 Sometimes, I can get j.B>5C>AC to work, but not j.B>5C>6A>AC. Is this character specific, do I need to take a step forward first, do j.C whiff faster, etc?
Tetra - K Posted August 17, 2011 Posted August 17, 2011 (edited) I'm seeing that it depends on your starter (I'm practicing atm). If 5A > 5B > 3C > 2B > 2C > ... you're usually too far to connect the 6A > AC (also char spec but with ragna that's the case). It this situation, I remove the 2C (still for ragna) to space correctly my char and the opponent, to land the j.B > 5C > 6A > AC. I think it's just about positionning the opponent correctly for the first colider to not be too far from him to land the j.C > j.B part (and 5C > 6A or just 5C). Still i'm a novice, and I'm terrible about advanced input, so if someone with real skill can confirm or infirm me, that would be appreciated. I hope I was clear about my impressions of that. EDIT : actually, it's more because of the proration than space positionning. Edited August 17, 2011 by Tetra - K
Lumination Posted August 17, 2011 Posted August 17, 2011 I should've been a little more clear; sorry! I meant it misses even when I'm doing the same combo, so it's not a proration issue. It's a space issue, and I'm wondering if I can fix it by taking a step after AC, or if I'm just not doing j.C fast enough. Or maybe the solution is character specific. Or maybe it's something else.
Tetra - K Posted August 17, 2011 Posted August 17, 2011 It's character specific for some cases (look at the posts page 24-25) and it seems micro walk can help (specially for Jin case which seems hard).
A.X.I.S. Posted August 18, 2011 Author Posted August 18, 2011 I should've been a little more clear; sorry! I meant it misses even when I'm doing the same combo, so it's not a proration issue. It's a space issue, and I'm wondering if I can fix it by taking a step after AC, or if I'm just not doing j.C fast enough. Or maybe the solution is character specific. Or maybe it's something else. Yes you have to walk...ok I may have to add this to the frequently asked questions section.
Azzal Posted August 18, 2011 Posted August 18, 2011 (edited) In the first post it says that 360B 2B 2C AC works on Litchi without magnetism, but I can't get it done without it. Is this an error or am I doing something wrong? I can't follow it with 2B AC either. Don't know if I suck at it, but I managed it on Ragna, but on Litchi I tried for a few minutes and never succeded. :/ edit: ok must be a bad day, didn't manage to do it on Ragna either. Don't know what's happening. edit2: ok managed it several times on Ragna, but on Litchi I just can't... I found it hard to do on Ragna, and I am almost only playing online, I think that it will be hard to do during a fight. Edited August 18, 2011 by Azzal
Osuna Posted August 22, 2011 Posted August 22, 2011 The 360 combo section and the 6B FC section Still have misinformation in them and they Have inconvienanced people and the editing required is very small and I've been bringing it up periodically for a long time now. Do you need more specific information? Should I pm the exact changes so that it's easier to reference? Is that's what's going on?
Tetra - K Posted August 22, 2011 Posted August 22, 2011 Additional 2D CH non-RC combos. 2D CH, 4D (1494 Damage) 2D CH, 5C > 6A > 4D (1806) 2D CH, 5C > 6A > 3C, 22D (2101) 2D CH, 3C, 5C > 6A > 623C, 623C, 6B > 2C > 623C > Ender (Rachel and Tager) (3934 Damage with Bgadget) All are possible even if you hit with the first active frame, though the timing on the 5C is tighter than a nun's vagina if you do that though. Literally a 1 Frame link. Given the knockback properties of 2D, following up with 3C 2B > 2C > 623C doesn't seem possible, even in the corner. So unless they're Rachel or Tager, you're getting bad damage, but in all cases you get an assload of magnetism. Haven't tryed it but isn't 2D (ch) > 5C > 6A > 2C > AC > j.D > j.2C > 2B > 2C > AC possible? Or AC > Bsledge > GF for oki ?
Manta Posted August 22, 2011 Posted August 22, 2011 The 2C is never close enough, no matter how deep the 2D hits iirc.
Tetra - K Posted August 22, 2011 Posted August 22, 2011 (edited) But the 6A close the opponent in na? I didn't tryed but it looks totally possible. 2100 from a counter hit with an unbelievably dangerous move... T_T With 6B (FC) it seems like wheel chair for me. Edited August 22, 2011 by Tetra - K
A.X.I.S. Posted August 22, 2011 Author Posted August 22, 2011 The 360 combo section and the 6B FC section Still have misinformation in them and they Have inconvienanced people and the editing required is very small and I've been bringing it up periodically for a long time now. Do you need more specific information? Should I pm the exact changes so that it's easier to reference? Is that's what's going on? Hmm the 2B>2C on litchi worked but its sketchy as hell. the 6B FC section I haven't went into because I just copy and pasted tagertime's info. If you PM me that would actually be amazing and appreciated. Also 2B>2C is said to work on Tao but the freaking 2C whiffs which is funny because in the vid 2B>2C worked on Tao.
Osuna Posted August 23, 2011 Posted August 23, 2011 Ok, I'll give the list a once over, maybe test a few things, other people should also feel encouraged to submit corrections. We should at least delete the 6B fatal that's in the first post before anything gets put together though. It's not a combo and I've been saying so for months, and some poor guy couldn't figure out why it wasn't working for him. It's really embarrassing that it's still there. You could replace it with FC 6B>5Dxx236A,2A>2Cxx623C,J.D,J.2C,2B>2Cxx623C,4D,22D and maybe the FC 6B>5Dxx236A,2A>5C>6A>2Cxx623C,J.D,J2C,2B>2Cxx623C,SB,MTW,22D. It doesn't really do that much more damage, but t is more and it builds the meter and works from a little farther away. Not that these combos will see that much action either way, but I'd be much happier putting real combos in that spot. Actually, I'm gonna have a lot of time in a couple of days, anyone want to team up with me and go over the entire list to check for mistakes or obsolescence? Also to fill in any unfilled damage numbers. It'd probably go a lot faster splitting the load.
OrionXElite Posted August 23, 2011 Posted August 23, 2011 I have nothing else to do if you really want help with it :3
A.X.I.S. Posted August 23, 2011 Author Posted August 23, 2011 I'll get to that in a sec, I'll be sure to remove them. Also I can help a bit since I have to update the video thread with names anyways.
Recommended Posts