SolarMisae Posted September 26, 2011 Posted September 26, 2011 (edited) Hey C0R, for this combo: 5b > 5c > 2c > 3c > RC > 66~6a > 5c > 6c > Habacan > 66~6a > :6b > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > (3c > 632146c) Is there some kind of special trick to make sure they're up high enough when you do the 66~(5C>)2C for the 2B connect? I can do it just fine, but the height after the SoD seems a bit strange to get just right, since if they're not high up enough the 2B will fail. If they're not high enough I just go into 6A > j.2C > j.D etc. Should I be doing this or is there a way to make it the right height every time? Edit: Oh also, I believe theres a typo in the combo under that one. You notate 66~6C and I think instead it was meant to be 66~5C. :3 Edited September 26, 2011 by SolarMisae
Cryingvoid Posted September 26, 2011 Posted September 26, 2011 Solar, from what I've seen up till now, the basic way of corner catch is the following: too high - 6a > j2c > 5d > 2b etc.; around her head or chest - 6a > 6b route, if 6b hasn't been used before. Or else - 6a > j2c > 2b > 6a > j2c > 5d > 2b etc.; too low - 2b > 6a > j2c > 5d > 2b etc. It basically seems that it is always safe to corner catch with 6a, so your way must be optimal. Haven't tried C0R's version yet. C0R, what is the trick with j.6d? PS: aaaa, sorry for unhelpful replies, guys, just can't bring myself together into the training mode, can't resist online match opportunities' temptation, when it comes to BB -___-"
SolarMisae Posted September 27, 2011 Posted September 27, 2011 Woo 6A OTG on corner combos is now consistent for me. I am happy. ...but really now, dat damage. <3 This girl...she will be S tier soon. It's so close I can taste it.
ThunderboltZ28 Posted September 27, 2011 Posted September 27, 2011 Woo 6A OTG on corner combos is now consistent for me. I am happy. ...but really now, dat damage. <3 This girl...she will be S tier soon. It's so close I can taste it. And still no one will play her.
SolarMisae Posted September 27, 2011 Posted September 27, 2011 And still no one will play her. :< It's like CT Rachel. Although I really don't care. They dunno what they're missing out on. >>
ThunderboltZ28 Posted September 27, 2011 Posted September 27, 2011 :< It's like CT Rachel. Although I really don't care. They dunno what they're missing out on. >> More Mu for us.
C0R Posted September 27, 2011 Author Posted September 27, 2011 Hey C0R, for this combo: Is there some kind of special trick to make sure they're up high enough when you do the 66~(5C>)2C for the 2B connect? I can do it just fine, but the height after the SoD seems a bit strange to get just right, since if they're not high up enough the 2B will fail. If they're not high enough I just go into 6A > j.2C > j.D etc. Should I be doing this or is there a way to make it the right height every time? If they are at maximum height, simply do 2c. If they are at a height that allows it, add 5c before 2c to tack on extra damage. If they are at minimum height, add 6a before 5c > 2c to adjust the height of the opponent. This is exampled in the new 6b combo. C0R, what is the trick with j.6d? Because Mu is falling for a longer period of time after placing a stein, and because she is so high in the air when placing one, j.6d's increased firing time compensates for the timing difference, where the new position compensates for aiming irregularities. If you're referring to linking 2b after j.6d, the only requirement is that Mu hits the opponent with a mostly optimal vertical height of j.2c (the upper half of the arc), essentially widening the window you have to connect 2b.
SolarMisae Posted September 27, 2011 Posted September 27, 2011 If they are at minimum height, add 6a before 5c > 2c to adjust the height of the opponent. This is exampled in the new 6b combo. I was just doing that combo too. I feel pretty derp for not thinking about that. Thanks man.
C0R Posted September 27, 2011 Author Posted September 27, 2011 (edited) I was just doing that combo too. I feel pretty derp for not thinking about that. Thanks man. If they are that far from the wall it may be necessary to dash slightly further after 6b before 5c, for spacing reasons, the entire goal of the midscreen work is to carry them to the corner, tacking on as many hits as possible, and still have enough proration left to finish the high loop at the very least. Try to push the opponent as far as possible whenever you have the choice. Notably after habacan Mu can do an extra dash; 66 66a before the opponent hits the ground, this is only on the optimal height however, the same you would use for 5d 214d hit. Edited September 27, 2011 by C0R
Cryingvoid Posted September 27, 2011 Posted September 27, 2011 So basically, C0R, we can exchange 6a for (5c) > 2c > j.c without sacrificing ender necessary proration AND still be on time to set a 6d stein and connect a 2b? It truly raises the damage, but just a tiny bit weakens our oki setup, since j.5d has been replace for j.6d. And when we meterlessly go for oki, after the last j.2c we'll ALSO do j.6d for charged laser to reach the cornered opponent (after wakeup). SO only way to habakiri setup is to make to second d into j.5d... well, everything comes with it's price, pretty reasonable. Wish to hear your point and criticism on oki's from here. Also, I've noticed that 2b > 6a > j.c > j.2c ender way (instead of standardized 2b > 5c > 2c > j.2c) in JP matches as well. Is it more profitable in terms of damage? Or Proration maybe? Yeah, yeah, the last! Yesterday had some training time and tried what I had seen in JP gameplay: 6a CH > j.2c > 66~2b > 6A > 6C > 5d > 214d > 6b etc. That does look sexy, and connects everywhere midscreen off 2b, even at throws; but what is the proration price of habakiri hit? Does it freak up our corner carry strategy?
Zeromus_X Posted September 27, 2011 Posted September 27, 2011 Don't know if anyone has posted something like this yet, but here's a 5B > 3C > RC corner carry combo. I wanted a combo to punish a baited burst from midscreen, after baiting so many bursts and just doing like 5C > SoD or something. (dash) 5B > 3C > RC > (dash) 6A > 5C > 6C > 214D (whiff) > dash 6A > (delay) 6B > (dash) 5C > SoD > (dash) 6A > JC j2C > jD > 2B > 6A > JC jC > j2C > (3C) (ender) Does something like 4.5k iirc.
Cryingvoid Posted September 27, 2011 Posted September 27, 2011 Bro, it is a basic 3c > RC route actually, but not the optimal if punishing. Nothing interrupts you from doing 5b > 5c > 2c > 3c as a starter part. Also it is possible to make a habakiri hit in such a midscreen RC route, but it's influence on proration and hence the ender is unknown, so I'm testing it at the moment.
C0R Posted September 27, 2011 Author Posted September 27, 2011 So basically, C0R, we can exchange 6a for (5c) > 2c > j.c without sacrificing ender necessary proration AND still be on time to set a 6d stein and connect a 2b? It truly raises the damage, but just a tiny bit weakens our oki setup, since j.5d has been replace for j.6d. And when we meterlessly go for oki, after the last j.2c we'll ALSO do j.6d for charged laser to reach the cornered opponent (after wakeup). SO only way to habakiri setup is to make to second d into j.5d... well, everything comes with it's price, pretty reasonable. Wish to hear your point and criticism on oki's from here. Also, I've noticed that 2b > 6a > j.c > j.2c ender way (instead of standardized 2b > 5c > 2c > j.2c) in JP matches as well. Is it more profitable in terms of damage? Or Proration maybe? Yeah, yeah, the last! Yesterday had some training time and tried what I had seen in JP gameplay: 6a CH > j.2c > 66~2b > 6A > 6C > 5d > 214d > 6b etc. That does look sexy, and connects everywhere midscreen off 2b, even at throws; but what is the proration price of habakiri hit? Does it freak up our corner carry strategy? The j.6d provides different oki, it's not superior or inferior. Because the stein is further away it strengthens command laser after knockdown, where it lessens the effectiveness of habakiri. 214d hit in combs does not connect off all 2b otg hits. It will only combo at the perfect 6c spacing, and even then it's character specific. It doesn't actually lead to more damage than the new bnb's, so it's mostly for show at this point. As a general rule: The combos the Japanese do are far inferior to the combos I've posted. Not to hate on them or anything, it's just a fact.
Cryingvoid Posted September 27, 2011 Posted September 27, 2011 So what is 2b > 6a > j.c > j.2c better with than 2b > 5c > 2c > j.2c?
Zeromus_X Posted September 28, 2011 Posted September 28, 2011 Bro, it is a basic 3c > RC route actually, but not the optimal if punishing. Nothing interrupts you from doing 5b > 5c > 2c > 3c as a starter part. Also it is possible to make a habakiri hit in such a midscreen RC route, but it's influence on proration and hence the ender is unknown, so I'm testing it at the moment. Oh shit, I did not see that on the front page, sorry. I really need to get internet at my place. =(
BloodyRootBeers Posted September 28, 2011 Posted September 28, 2011 So what is 2b > 6a > j.c > j.2c better with than 2b > 5c > 2c > j.2c? when you absolutely can't risk dropping a corner combo, very useful against makoto.
C0R Posted September 28, 2011 Author Posted September 28, 2011 So what is 2b > 6a > j.c > j.2c better with than 2b > 5c > 2c > j.2c? 2b > 6a > j.c > j.2c is the old loop used when proration was too bad to allow for 2b > 5c 2b > 6a > j.c > j.2c has been replaced with 2b > 6a > 2c > j.2c
Cryingvoid Posted September 28, 2011 Posted September 28, 2011 I see, so the same may be applied to Noel when you don't want to risk superjumping j.2C. Pretty fair.
C0R Posted September 28, 2011 Author Posted September 28, 2011 The difficulty of the combo really shouldn't factor in when you're performing them, unless it's in very stressful tournament play.
SolarMisae Posted September 29, 2011 Posted September 29, 2011 (edited) 2C counter hit corner combo i've been using when point blank in the corner: 2C CH > j.2C > SoD > 6A > 6B > 5C > 2C > j.C > j.2C > j.6D > 2B > 5C > 2C > j.2C > 6A > Omohikane 5.2k with super ender. Dunno heat gain, didn't check but I think it's like 40 or so. Also...is there a more damaging/optimal one on the front page that I'm not seeing? Edited September 29, 2011 by SolarMisae
C0R Posted September 29, 2011 Author Posted September 29, 2011 2C counter hit corner combo i've been using when point blank in the corner: 2C CH > j.2C > SoD > 6A > 6B > 5C > 2C > j.C > j.2C > j.6D > 2B > 5C > 2C > j.2C > 6A > Omohikane 5.2k with super ender. Dunno heat gain, didn't check but I think it's like 40 or so. Also...is there a more damaging/optimal one on the front page that I'm not seeing? Start with 2c CH > walk back > 5c > 2c > 6c > SoD > 6b > Then do the rest.
pochp Posted September 29, 2011 Posted September 29, 2011 How about a combo where you're the one in the corner, and you get a j.2C CH? I feel like there has to be combo to get to the other side of your opponent and get a corner combo started. Something like 2C CH IAD j.2C cross under, or 2C CH IAD, land 2B cross under.
C0R Posted September 29, 2011 Author Posted September 29, 2011 How about a combo where you're the one in the corner, and you get a j.2C CH? I feel like there has to be combo to get to the other side of your opponent and get a corner combo started. Something like 2C CH IAD j.2C cross under, or 2C CH IAD, land 2B cross under. 2c IAD Gold Burst 2c Dash 5c
C0R Posted October 26, 2011 Author Posted October 26, 2011 Check this out guys: http://www.youtube.com/watch?v=Zd2mpURGUSM&t=5m29s Downsides, IAD j.b > j.c is very difficult to connect on some characters, and is the absolute easiest on Ragna, so we'll see.
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