C0R Posted July 20, 2011 Author Posted July 20, 2011 (edited) Huey is a boss. Here are a few. MIDSCREEN j.c (AtA CH) > 66~:5c > 2c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 3c > SoD > 63214c = 6027/49(-50), 1 Stein 2c (CH) > 5c(whiff) > 66~:5c > :2c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 5606/49(-50), 1 Stein 3c (Ch) > j.2c > 66~2b > 5c > 6c > Habacan > 66~6a > :6b > SoD > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > 632146c = 5386/44(-50), 1 Stein CORNER 5b > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6210/49(-50), 2 Steins (Crouching) 5b > 5c > 6c > SoD~ > 66~6b > 66~6a > [j.2c > j.5d > 66~2b > 5c > 2c]x2 > j.2c > 3c > SoD > 63214c = 6548/52(-50), 2 Steins (Crouching) j.b > 5c > 6c > SoD~ > 66~6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 5801/47(-50), 2 Steins 214d > 5c > 6c > SoD~ > 66~6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6690/53(-50), 2 Steins (Crouching) 2b > 5c > 2c > 6c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 5080/45(-50), 2 Steins 2b > 6a > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 3c > SoD > 63214c = 4799/44(-50), 1 Stein Edited July 23, 2011 by C0R
SolarMisae Posted July 22, 2011 Posted July 22, 2011 VERY nice combos. :o Question though. In the midscreen CH 2C one is the whiffed 5C just a timing thing or is it required? I find I can do it fine without the whiffed 5C but if theres a reason for it I'd like to know. :3
Zeromus_X Posted July 22, 2011 Posted July 22, 2011 (edited) Gross combos C0R. With that 3C CH combo, now I know what to do when I bait Ragna/Jin DP, etc midscreen and I'm too far for 6C. Why yes I will take my 48 MG and 5k+ damage! Edit: Variant of 3C CH > j2C from further away midscreen: 3C CH > j2C > dash 2B > 5C/2C > 6C > 214D (whiff) > dash 6A > 6B > dash 6A > j2C > dash 2B > 6A > 6C...ender (3.5k, 34 MG) Edited July 22, 2011 by Zeromus_X
FlyingVe Posted July 22, 2011 Posted July 22, 2011 VERY nice combos. :o Question though. In the midscreen CH 2C one is the whiffed 5C just a timing thing or is it required? I find I can do it fine without the whiffed 5C but if theres a reason for it I'd like to know. :3 I suppose it can help you with timing, but it's also a hitconfirm.
C0R Posted July 23, 2011 Author Posted July 23, 2011 The whiff 5c is a non CH hitconfirm trick, but be careful because it will actually combo on some of the taller characters such as Jin, Litchi and Tager, shortening the combo by some very high damage normals. You can alternatively late chain into 5c, let 2c recover, or gatling into 3c whiff, whichever helps you most to confirm the CH.
pochp Posted July 23, 2011 Posted July 23, 2011 I've actually found jump cancel the j.2C land 5C 6C to be an efficient hit confirm. If I think I might be too far or just not sure, I'll air dash for the j.C j.2C dash 2B 2C 6C habacan etc.
TD Posted July 23, 2011 Posted July 23, 2011 are there any combos that end with 3+ steins midscreen and corner? looking through the thread l mainly see high damage stuff but not much that sets up many steins mid combo. l ask because l wanted to try to invent some mixups, and l saw once in a vid that a mu player set up 4 steins midscreen from a relatively easy combo.
C0R Posted July 23, 2011 Author Posted July 23, 2011 You can cut the super ender after the last j.2c and do j.xDx2 or j.x[d], meaning most of the combos get 3+ steins. There are actually so many different ways to end you combos using steins and meaty specials I chose not to include them at first, but I can list some basic ones here. (Midscreen) Something along the lines of; ...6c > xd > j.b > j.c > j.2c > [j.xd]x2 - can be tacked on almost all midscreen combos, because you're not in the corner you won't have to worry, usually, about the combo being too prorated for j.b > j.c to connect. ...j.2c > j.5d > 66~2b link does work midscreen at the ideal spacings, and is an easy way to include an extra stein. Can follow this up into the above string. (Corner) ...j.2c > j.5d > 2b > 5c > 2c > 214d - If they neutral tech immediately they're airborne inside of the stein explosion, if they late tech they eat the bomb, follow up with j.2c into knockdown. If they try to tech in the air away from the bomb another 2c covers all options and causes them to fall back into the bomb, as does airthrow, especially if they break it. List goes on. Also works with 236d. I guess that's more of a setup, umm... You know there's just so much stuff, I was going to add a page at the start for Oki Enders and so forth, along with optimal stein combos and the big combos, but I'm really busy prepping for Evo atm.
pochp Posted July 23, 2011 Posted July 23, 2011 Updating this thread can wait, make sure you rep Mu well at evo. Just do it before summer jam By the way, when I end a combo with 6C 5D j.2C midscreen, I usually cancel it into j.6D j.236D and go in for mixup, is [j.xd]x2 a much better option or just different? I got this by accident in a match the other day, but after a j.2C in the corner you can OTG rachel with 5C (and 6C). I might explore the possibilities after I finish the new video thread. @TD: for midscreen combos, you can usually replace the habacan with a 6C 5D j.2C dash2B 5C 6C... if you really want the extra stein.
pochp Posted July 24, 2011 Posted July 24, 2011 Best I could get off stein air throw, anyone got better? 6[D] airthrow (rising) ]D[ 2C 6C habacan 6A 6B 5C 6C... (4k) also, the gimmick starter, no stein super laser in the corner 632146D (1) 5C SoD 6A 6B 6A j.2C j.5D 2B 5C 2C j.2C j.5D 2B 6A j.C j.2C 3C super (6.6k)
C0R Posted July 24, 2011 Author Posted July 24, 2011 You shouldn't be able to get more than 4.5 in the corner, 4 midscreen, the prorate is far too harsh.
mooddoofus Posted July 29, 2011 Posted July 29, 2011 I'm not sure if this is the right thread to ask for execution help, but I thought I'd give it a go. I seemed to have lost the timing on Mu's 6A -> J.2C. I used to be able to kinda feel it out, but recently I just can't do it consistently. Has anyone else had this issue? Any tips? This issue has severely weakened my corner game. X_x
pochp Posted August 1, 2011 Posted August 1, 2011 corner combos starting with gold burst : gold burst 6A j.2C SoD 6A 6B 6A j.2C j.D 2B 5C 2C j.2C (from kebabu) gold burst 5B 2C j.C j.2C 2B 6A j.2C j.D 2B 5C 2C j.2C (mine) I don't know the exact damage and heat gain from these two because I don't have a copy of the game atm, but I think the first one is slightly better. I prefer the second one when you're the one in the corner though. It implies dashing under your opponent, and you can screw it up, so if you do, you can still go into 5B 2C j.C j.2C dash 2B 5C 6C if I'm not mistaken. (as opposed to doing gold burst 5A jc) If someone has a better one, please tell me, I use this A LOT. @mooddoofus : if you're getting 6A 2C instead of 6A j.2C it's because you're inputing the jump before the 6A actually hits, so the game doesn't register that you're trying to jump cancel it. Grind it so it becomes muscle memory because you're going to use it a lot.
C0R Posted August 4, 2011 Author Posted August 4, 2011 (edited) Hmm, I usually use the dash under- 6a j.2c when escaping from the corner. But have never really tested the maximum you can get, I imagine it would be something like... zomg I must test this combo, brb. Found it. Corner GB combo- GB > Dash Under :5c > 2c > 6c > Charged~SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 4873 damage, builds 40(-50) meter, 1 stein. Edited August 5, 2011 by C0R
pochp Posted August 5, 2011 Posted August 5, 2011 That's... really awesome I can't wait to try it out :O Gonna feel like... makoto. Srsly, I don't think many other characters can reach 3.8k meterless from a gold burst. What about optimal midscreen gold burst? Something similar to the j.C air to air CH?
FlyingVe Posted August 5, 2011 Posted August 5, 2011 Actually, you should post up those optimal combo's you did a month ago...
jimmy Posted August 12, 2011 Posted August 12, 2011 heeey 5b > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c what's the trick to getting this j.2c to connect? I've tried with different starters, different charas etc... but they always tech before the third j.2c. This is not the only combo I've seen listed here where the timing on the final j.2c eludes me, just the one I've noticed recently. I dunno what it is, I thought that since it's a chain it should have no problems connecting but .... anyways plz help I wants the real damage, tired of doing bitch combos in the corner
SolarMisae Posted August 12, 2011 Posted August 12, 2011 it basically goes 6A > j.C > [laser hit] > j.2C. You're either doing it too fast or too slow.
jimmy Posted August 12, 2011 Posted August 12, 2011 my eyes magically glossed over the second j.5d, thanks for adding in the [laser hit] or I'd still be scratching my head over this over the next week
SolarMisae Posted August 15, 2011 Posted August 15, 2011 (edited) Messing around with some stuff. If this is noted somewhere please let me know. Was messing around and if you hit with an air-to-air j.C and the opponent and you are very close to the ground you can land and follow up with 2C > :6C > habacan > etc. You and the opponent have to be pretty low to the ground though so it's a just little tricky to time right. If they're too high 6C won't hit even if you delay it. I haven't done and real serious testing with this so any further info on how useful this really is would be great. I only tested on Ragna so far. Seems like a decent low to the ground hitconfirm if you do it right. Can net good damage if you're somewhat close to the corner. I managed around 5.8k by doing habacan > dash 6A > 6B > 5C > SoD > dash 6A > j.2C > j.D etc into super. Edited August 15, 2011 by SolarMisae
pochp Posted August 15, 2011 Posted August 15, 2011 Unless I'm misunderstanding, I think C0R already covered that. The damage is awesome, but even though I practice this combo, I always confirm into my week 1 combo in a real match (which is something like j.C CH 6B 6A j.2C 2B 6A j.2C 2B 5C 6C or j.C CH 6B 6A j.2C 2B 5C SoD... if I'm close enough to the corner. either way terrible in comparison) j.c (AtA CH) > 66~:5c > 2c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 3c > SoD > 63214c = 6027/49(-50), 1 Stein
SolarMisae Posted August 15, 2011 Posted August 15, 2011 Yeah it's a sorta difficult to confirm but it's really useful and does awesome damage. This one doesn't have to be a counter hit though. Just a normal j.C will work.
C0R Posted August 16, 2011 Author Posted August 16, 2011 5d > Habakiri combos work on everyone except Hakumen, Taokaka, Bang, Carl and Mu. Use otg 2b 2c 6c 5d 214d on Makoto, instead of otg 2b 6a 6c 5d 214. Untested on Platinum.
Aginor Posted August 18, 2011 Posted August 18, 2011 (edited) Was playing around with 2 FC combos today: (midscreen) 6c (FC) 5d 214d 6b 6a j.2c 2b 5c sod dash 6a j.2c j.5d 2b 5c 2c j.2c 3c sod omoikane = 6464 dmg and you gain 50 meter. Works from 1/3 to 1/2 screen away from the corner. (3/4 screen) 6c (FC) 5d 214d 6b 6a j.2c 2b 6a :6c 5d 214d (insert more stuff here if applicable) if you do like 6c sod after that string the dmg ends up to about 4500 and you get like 40 meter. I will play around with this more later. EDIT: I also tried the 2nd combo in the Fatal counter combo section and it didn't work so I'll be taking that down Edited August 18, 2011 by Aginor
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