SolarMisae Posted August 18, 2011 Posted August 18, 2011 Yeah I remember trying that one too and wondering why I was having trouble with it. I thought it was my execution. But 6C > habacan FCs are still totally fun. I like messing with FC combos.
SolarMisae Posted August 21, 2011 Posted August 21, 2011 (edited) Mid screen, 6.3k fatal: FC 6C > Habacan > dash 6A > :6B > dash 6A > j.2C > dash 2B > 6A > j.2C > dash 2B > 6A > j.2C > j.D > 2B > 5C > 2C > j.2C > j.D > 2B > 6A > j.C > j.2C > 3C > Omohikane Does 6323, earns 55 meter and is relatively easy to do for good damage and leaves you with 2 steins. Edited August 21, 2011 by SolarMisae
Zeromus_X Posted August 22, 2011 Posted August 22, 2011 (edited) Practicing that Gold Burst combo C0R posted. Love getting 4.8k off of Gold Burst in the corner lol. Applying it to a Guard Crush, I've been able to get some wicked damage. According to the System Guide, a Guard Crush acts like the first attack of a combo with P1 90. So if you still have a Burst, you have all the time in the world after a Guard Crush to carry them closer to the corner and Gold Burst (or two!) for that juicy 110 bonus proration. P2 starting to corner: Guard Crush, daaaaaash > A+B+C+D > (walk forward a bit A+B+C+D) > walk forward a bit 5C > (2C) > 6C > SoD (slight charge) > 6B > dash 6A > JC j2C > jD > 2B > 5C > 2C > JC j2C > jD > dash 2B > 6A > JC jC > j2C > 3C > SoD > 632146C (52 MG without 2C) One Gold Burst: 6.5k Two Gold Burst: 7.1k 2C after 5C is optional and easier to drop if you mess up the height. You can just do 5C > 6C > SoD (slight charge)... and still get the 50 meter for super. 6.5-7k off a guardcrush midscreen with corner carry and two orbs. Nope, our character isn't broken at all... Edited August 22, 2011 by Zeromus_X
pochp Posted August 24, 2011 Posted August 24, 2011 Awesome guard break combos... I lent both my copies of the game to friends a while ago, and I'm going to Summer Jam this weekend, so I'd just like to ask about a few optimal combos because I can't test them myself 2C CH corner starter I currently use : 2C CH j.C j.2C SoD 6A 6B 6A j.2C j.D 2B 5C 2C sj.2C... Is there a better combo? maybe something like 2C CH 5C 6C SoD 6B...? Is it worth it/stable/universal? 3C corner starter I currently use : 3C SoD 6A 6B 6A j.2C j.D 2B 5C 2C sj.2C... Does this one do more damage : 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C, jD, dash 2B, 6A, jump cancel jC, j2C...(3.6k, 41 MG) or is there something more optimal out there? SoD corner starter (doesn't require fatal) SoD 5C 2C j.C j.2C 2B 6A j.2C j.D 2B 5C 2C sj.2C... can I add 2B 6A j.C j.2C or does it require fatal... or is there a way better combo? 2C air non-ch midscreen hit I usually jump cancel and airdash, then airthrow them after they tech, it catches people off guard the first few times, but I'm wondering if there's a way to get a combo out of this. This is for when I'm catching jump-outs, so I'm not expecting a CH. Oh and this is just my curiosity, but is there something specific that allows you to get 2B 6A j.C j.2C after a 2B 5C 2C sj.2C j.d? Does it like only work if you didn't do a 6A before your 6B, or something like that? And about doing SoD 6B, does it only work after a 6C SoD? I'd test all this myself... but I can't -_- it should be good info for everyone though.
BloodyRootBeers Posted August 24, 2011 Posted August 24, 2011 2C CH -> 5C 6C is stable on most heights for Ragna, Jin, Noel, Tager, Hakumanz, Tao (Extremely stable on her, which is a godsend considering how awesome 2c is against her), Litchi, Haz, and valk. Its not as stable on Lambda, Mu, and Bang (damn your small vertical hitbox and fat horizontal hitbox), or at least it tends to whiff more often for me. I haven't finished testing the other characters yet. SOD 6B works as long as the opponent is high enough off the ground, generally after they are SOD'd in the air, so instead of trying to 6A 6B which will whiff, just go directly into the 6B.
C0R Posted August 25, 2011 Author Posted August 25, 2011 2C CH corner starter I currently use : 2C CH j.C j.2C SoD 6A 6B 6A j.2C j.D 2B 5C 2C sj.2C... Is there a better combo? maybe something like 2C CH 5C 6C SoD 6B...? Is it worth it/stable/universal? 2c > 5c > 2c > 6c > SoD~ > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > 3c 3C corner starter 3c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > j.c > j.2c > 3c > (omo) = 5505/44-50/2s Oh and this is just my curiosity, but is there something specific that allows you to get 2B 6A j.C j.2C after a 2B 5C 2C sj.2C j.d? Does it like only work if you didn't do a 6A before your 6B, or something like that? And about doing SoD 6B, does it only work after a 6C SoD? I'd test all this myself... but I can't -_- it should be good info for everyone though. Low prorate ^^
pochp Posted August 25, 2011 Posted August 25, 2011 Thanks to both of you, that's exactly what I wanted to know.
Cryingvoid Posted August 26, 2011 Posted August 26, 2011 Guys, is it just my imagination, or the first post with combo listing is half way dropped? Are you planning on updating it?
C0R Posted August 26, 2011 Author Posted August 26, 2011 Guys, is it just my imagination, or the first post with combo listing is half way dropped? Are you planning on updating it? Ironically, I was going to update it right now.
Cryingvoid Posted August 27, 2011 Posted August 27, 2011 (edited) Thanks a lot! Want to learn all possible midscreen combos first. They seem a bit harder to execute vs corner ones. PS: I understand though, there may be a need to rewrite it completely in winter when Extend is out. But the main links and chains are probably to remain unchanged? Don't know... btw, are there any reasonable combos off 623C? I guess it is possible to do 623C (CH)> RC>66~6C etc. Edited August 28, 2011 by Cryingvoid
C0R Posted August 29, 2011 Author Posted August 29, 2011 Updating over the course of the next hour or two, some new ones posted. I'm going to start listing 3c > ]D[ > j.2c combos because they are boss and are not unreasonable if you're a fan of setting them up.
Cryingvoid Posted August 29, 2011 Posted August 29, 2011 Is there anything reasonable off 235C(CH)>RC? Just curious. That wallbounce mustn't be in vain after all?
YukiBlue Posted August 29, 2011 Posted August 29, 2011 I don't see why you couldn't go into (5C) > 2C > j.2C > 5D > Ect Ect. Not entirely sure, I've never been in that situation. That is the DP right?
C0R Posted August 29, 2011 Author Posted August 29, 2011 You can do a short combo, I listed it on the first page not too long ago. 623c > RC > 5c > 6c > SoD > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c
SolarMisae Posted August 30, 2011 Posted August 30, 2011 Different option for 4.9k off a 3C RC midscreen... 5C > 3C > RC > 6A > 5C > 6C > Habacan > dash 6A > :6B > 5C > SoD > dash :5B > 6A > j.2C > j.D > 2B > 5C > 2C > j.2C > stuff Does 4955 and gains 31 Meter. Tested on Ragna but no one else so far.
Cryingvoid Posted August 31, 2011 Posted August 31, 2011 (edited) Got NOEL SPECIFIC version of famous fatal corner combo aka 9k ( 6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > 3c > 632146c = 9282/68-100 ) Noel specific version is slightly lighter on damage (j.2c > j.5d loop doesn't work on her), yet it is still 8662 dmg. Here it is: 6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > 6a > j.2c > j.5d > 2b > 5c > 632146d > j.2c > 3c > 632146c I outlined the part, that had to be modified in order to finish the combo on Noel. PS: is the original combo invented by C0R? The thing is pretty hard, but so awesome! Edited August 31, 2011 by Cryingvoid
BloodyRootBeers Posted August 31, 2011 Posted August 31, 2011 (edited) Should put the goldburst 9.7k fatal as well, credits to zeromus, who transcribed it from a vid somewhere in general i think http://www.youtube.com/watch?v=5ks4VOQtxQ0 Midscreen to corner, 6C Fatal > 6[D] > Goldburst > 6A > 5[D] > sjc > 6[D] hits > j.C > ::j.2C > j.2[D] > airdash > 5[D] hits > j.C > j.2C > 5[D] > j.2[D] hits > 63214C > ::6A > 2[D] > 5[D] hits > j.C > j.2C > 3C > 2[D] hits > j.2C > 663C > 632146D > 5d > 214D > j.2C> 3C > 632146C universal 9.6k combo, doing 632146C instead of 632146D does about 8k damage. I find this combo quite lenient on the timing, with the important points being to jumpcancel the first 5D ASAP to get the j.C, and delaying the j.2C as much as possible so the j.2D will hit. Edited August 31, 2011 by BloodyRootBeers
Cryingvoid Posted August 31, 2011 Posted August 31, 2011 Just confirmed, that corner fatal combo (6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > 3c > 632146c) doesn't work too well on Tsubaki. It seems, that 632146d always whiffs. If somebody could confirm that or fix the ender specifically for Tsubaki? It would be a huge waste to cut down the whole combo the the extend I did with Noel!
C0R Posted August 31, 2011 Author Posted August 31, 2011 PS: is the original combo invented by C0R? The thing is pretty hard, but so awesome! I saw H.H do a tager specific version that wasn't very good, so I rebuilt it from the ground up and now it's universal. It seems, that 632146d always whiffs. If somebody could confirm that or fix the ender specifically for Tsubaki? It would be a huge waste to cut down the whole combo the the extend I did with Noel! It's universal, but really, really goddamn hard. You have to special cancel 3c on the first active frame into 632146d, at minimum range. 3c 632146c, single super ender is what I use in actual matches unless it's against an easy character to perform, need that reliability. On a note after a minimum height j.2c, you can link into otg 5c 632146 on certain characters, like Jin/Rachel/Tager/Some other people. Haven't tested it on everyone.
Cryingvoid Posted August 31, 2011 Posted August 31, 2011 I saw H.H do a tager specific version that wasn't very good Agreed. You did truly an awesome job! 3c 632146c, single super ender is what I use in actual matches Yeah, 8k dmg + 50% meter saving is pretty much enough. Moreover, you've got free corner oki with all 4 turrets set around the opponent right after the combo (if anyone survives it lol). Though it just feels a bit of a waste to set all these turrets in a combo and not being able to use them as a finisher ) You have to special cancel 3c on the first active frame into 632146d, at minimum range. Got some time to master sub-buffering input as 663C214D. It seems that the problem may be is this super's specific mechanics, as to which turret Mu sends a laser first. It is probably the last turret, that receives the first sent laser, so it may be due to each char's hitbox, that it either hits or not... Don't know, gotta give it more testing. There is a wide free window at 6B part where you can re-adjust at least 2 turrets. Maybe that would help somehow. Anyways, this super is going to be airborne in Extend, so even more fun to come if they don't change the stun values!
C0R Posted September 7, 2011 Author Posted September 7, 2011 Hmm, H.H came out of the lab with some good new stuff. Biggest applications are a slight boost to combos involving 6c sod 6b using the known 6b 5c link from the midscreen combos in the corner. Also a slightly better fatal combo. Also I found a bit ago that 5c and 6a will otg during knockdown floorbounce, making it easy to combo into 632146d in most applications. I think he uses it once with 6a in the video.
Cryingvoid Posted September 7, 2011 Posted September 7, 2011 Awesome material to study and train. I see many situational stuff here, but I guess it must mostly be universal. C0R, BTW, his fatals are gold burst powered, so your way is probably still the most convenient burstless universal combo. PS: As I also concluded from some tests, corner link ...3C>632146D is only possible when the last gunner has been set behind the opponent. Jin (and maybe few more) is just exceptional.
SolarMisae Posted September 7, 2011 Posted September 7, 2011 (edited) Omg those are beautiful. I must notate and practice all of these asap. When I am no longer sick....ah fuck it I'll till do it even while sick. These are just absolutely beautiful... Edited September 7, 2011 by SolarMisae
C0R Posted September 7, 2011 Author Posted September 7, 2011 (edited) I already took the high j.c j.2c j.d 2b link and have applied it re-optimized combos. I'll be listing them soon. Note that the combos usually use either j.6d or j.2d for the high link. Superjump timing is REQUIRED on Makoto Noel and Rachel, because of how high in the air they are, you can't cheat it with a low late cancel 2d like you can on the old bnb due to the strict link requirements of the new mechanic. We now get: 4.9 off 6b - 6b > SoD > 6a > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > 6a > 632146c 5.6 off 2b (add 300 or so for crouching, remove 6a before 6b after SoD, use Sod~) - 2b > 5c > SoD > 6a > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > 6a > 632146c 6.4 off 5b standing (add 400 for crouching 6c, remove 6a before 6b after SoD, use Sod~) - 5b > 5c > SoD > 6a > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > j.c > j.2c > 3c > 6432146c 9.7 off fatal 6c (still boosting this one) 5.9 off 2c ch midscreen - 2c > 5c > 2c > 6c > habacan > 6a > 6b > 5c > SoD > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > 6a > 632146c 6.6 off corner 5c ch - 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > j.2c > j.d > 2b > 6a > j.c > j.2c > 3c > 632146c Also, off 5c 2c ]d[ j.2c you can always dash 6a 5c gallic gun super universal for double super ender off everything. So yeah. 6.1k off 2a. Edited September 7, 2011 by C0R
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