zdravkelja Posted May 31, 2011 Posted May 31, 2011 Zantetsu is only useful if you want higher damage midscreen.. And overhead starter. Follow up with (5C) > 214A > corner carry combo... That's how I use it.
dante1287 Posted May 31, 2011 Posted May 31, 2011 hey all i saw earliar what the standard input for super jumping after hakus 2c in his corner loop, but everytime i watch a video of haku most dont super jump after the 2c. Do you only have to super jump if your doing the loop just off a starter when they are already in the corner or are people just not doing the whole loop when they do carry over combos to the corner loop? Also ive only ben playing since cs1 and never had to super jump after 2c is there a tip for practicing it to do it fast enough in a combo? sorry for bad sentance structure havent slept yet^^
zdravkelja Posted May 31, 2011 Posted May 31, 2011 Super jump after first 2C, normal jump after last.
dante1287 Posted May 31, 2011 Posted May 31, 2011 wow nvm the last post lol just went back a few pages and read what i needed. so if im getting all this crazy new amounts of info right. If you do a carry over combo to the corner your only really gon end up doing the back half of the corner loop or just not super jumping. So would it be correct to assume that it would be best to always try and start a carry over combo to corner with loop ender? Also can you do carry over combos if your real to close or in the corner into corner loop combo?
zreb Posted June 3, 2011 Posted June 3, 2011 (edited) Has the Renka -> Gurren -> hop 2c -> Gurren combo for mid screen been brought up yet? It beats out both of the other 4 star midscreen combos listed easily for both damage and carry. http://www.youtube.com/watch?v=ym4dnHm8Dl4#t=54m52s It's something like (whatever) -> Renka -> Gurren -> hop 2c -> Gurren -> falling j.2c -> 5a -> j.2a -> AD j.2a -> j.C. It's 3467 damage off renka and 4262 off 5c. dante: It really depends on your starter of said combo. If it's something with poor proration you won't get a lot of the corner damage in. Best to just mess with it in training mode and see what the most you can get away with on a per-starter basis. In most cases you can get one rep of the corner loop out of a carry combo that ends in the corner (go to 2c -> loop instead of just j.C). There's also less common cases where you can j.C -> IAD j.2a, but you have to be pretty low to the ground when you j.C for it to work. Edited June 3, 2011 by zreb
Schneider-X Posted June 7, 2011 Posted June 7, 2011 Do you guys have any tips for performing the renka>kishuu>hop 2C>tk hotaru>AD j2C combo? I'm having trouble getting the TK hotaru to be high enough so I can AD afterwards. I've tried doing a regular jump and inputting Hotaru quickly, and a delayed TK Hotaru, but I haven't had any success yet.
zreb Posted June 7, 2011 Posted June 7, 2011 Super jump -> Hotaru makes it significantly easier if you haven't tried that yet.
zdravkelja Posted June 8, 2011 Posted June 8, 2011 Wow, I can't believe a haven't tried to sj. Hotaru.
mAc Chaos Posted June 8, 2011 Posted June 8, 2011 Do you mean a TK super jump motion, or just a super jump and then Hotaru?
ryokoalways Posted June 8, 2011 Posted June 8, 2011 Doesn't matter. Just do whatever feels correct to you. I do super jump hotaru, but the other variation also works. I prefer super jump first because I have more control of my height.
Schneider-X Posted June 9, 2011 Posted June 9, 2011 How do you do a super jump TK hotaru? Would you have to do something awkward like 21428B?
ryokoalways Posted June 9, 2011 Posted June 9, 2011 Just do everything during 2C start-up and hitstop. There is more than enough time to do the motion and control the timing. 2C28214B is how you guys would write it probably, but just find something that's comfortable.
mAc Chaos Posted June 9, 2011 Posted June 9, 2011 Wouldn't it need to be 2C528214B? I figure it's just a super jump with a Hotaru as soon as possible. Didn't think there would be enough time to connect a combo from that though.
itsme Posted June 9, 2011 Posted June 9, 2011 What is the damage range for midscreen 5C starters with at most 4 stars? I saw a video on utilizing jA twice like the ones mentioned in the previous post and am wondering if it is worth the mags.
ryokoalways Posted June 9, 2011 Posted June 9, 2011 Didn't someone post something about 5C>renka>gurren>hop 2C>gurren? Personally, I believe that for a lot of situations where you get to land 5C, you can probably land a counter 3C. I usually go with that instead and do the AD jA>jB combo. For instance you can't land a counter, probably just 5C>enma since you recover most of the usage. Btw, 5C>renka>gurren>hop 2C>gurren>IAD jA>jB>etc is probably the highest dmg variation that you can get out of it. Unfortunately, the carry isn't as far as you'd think.
Sophisticat Posted June 10, 2011 Author Posted June 10, 2011 I do 2c -> 529 -> Hotaru. Works like a charm.
zdravkelja Posted June 10, 2011 Posted June 10, 2011 Me to. There is enough time for that and more control of height. It really is easier with sj, I don't miss the combo any more...
Schneider-X Posted June 16, 2011 Posted June 16, 2011 a short Mugen combo video that Jourdal posted. http://www.youtube.com/watch?v=KnLanrpYLF4 I like how it shows 4 ways you could potentially combo into mugen, with 6D->Mugen and throw->6C->Mugen being the most practical though highly situational.
NeonCrusader Posted June 26, 2011 Posted June 26, 2011 About 236B(1), 623A, 2C, j.214B, AD j.2C, 2C, sj.2A etc etc The opponent often ends up too high for sj.2A to land whenever I attempt this; do you have to delay something in the combo to make them fall a bit so that j.2A lands?
Sophisticat Posted June 27, 2011 Author Posted June 27, 2011 You might want to consider switching 2c to 5b or even 5a to make it easier. It's what I've done and never looked back to 2c simply because 5a/b are more consistent and that counts more to me than the damage off 2c.
zreb Posted July 18, 2011 Posted July 18, 2011 http://www.youtube.com/watch?v=ijKwoNp8p-A From the video thread. Some combo movie fodder, some potentially useful stuff.
SansProtocol Posted July 20, 2011 Posted July 20, 2011 I don't know if this was discussed, but if you get a Non-FC Hotaru, you can IAD j.C > land Gurren > 2C > Corner Loop and get 3.9k and the same essential combo.
SansProtocol Posted July 20, 2011 Posted July 20, 2011 (edited) Does it matter if it's hop or TK? I did it off of Hop Hotaru at first, but I just tested it with TK and it works as well. The key thing is to do the j.C late/low enough to where you have enough time to land, recover, and do Gurren. So basically: Hotaru > IAD j.C > land Gurren > 2C > Corner Loop. If you're too far from the corner, you can replace the 2C with 6C to slide them into it usually. I'm terrible with hop 2C so I haven't tried it yet. EDIT: Also, I'm getting 4.2k off of it. Edited July 20, 2011 by SansProtocol
SlyRoyale Posted July 21, 2011 Posted July 21, 2011 Hop starters are a bit of a bitch to pull off successfully.
Recommended Posts