Moy_X7 Posted January 2, 2012 Posted January 2, 2012 Man, some of this stuff is rather godlike. Wish I'd visited other character threads more often lol.
VR-Raiden Posted March 29, 2012 Posted March 29, 2012 (edited) Cross up j.C from a normal forward jump up close. You can connect 5A afterwards (5B on Tager) on everyone except: Jin, Lambda, Litchi, Tao, Noel, Mu Jump over > air back dash j.B > j.C. The j.C connects if they switch to crouch block after the j.B on: Arakune*, Bang, Hakumen*, Tager*, Litchi, Tao, Relius * Best on these characters since j.C still connects if they continue stand blocking. 22C > dash j.A fuzzy guard set up. j.A hits standing hitbox for crouch attempt on: Ragna, Hazama, Tager, Relius Could be good to mix up with [22C > dash 3C > 22C~whatever] OS since fuzzy only works if they tech 22C and block low immediately. On that note, the 22C > dash 3C > 22C~whatever OS, you must delay the 22C on: Jin, Arakune, Tager, Tao 22C whiffs if done immediately after 3C when not at point blank range on these characters. normal jump high j.C (blocked) > j.D (blocked) (RC) > airdash j.C >j.D etc. Better in Extend due to lower j.C hitbox. low as possible blocked j.B/j.C > land j.A fuzzy guard set up revisited. j.A hits standing hitbox for crouch attempt on: Ragna, Hakumen, Tsubaki, Hazama, Lambda, Tager, Relius, Valk Edited March 30, 2012 by VR-Raiden
VR-Raiden Posted April 2, 2012 Posted April 2, 2012 I wanted to see if far hit HF(1) > 2A to reset pressure was worth using on any characters. Ragna is at +1 frame advantage, and it's been there since CT, finally looked at what each character can do in that situation though and found there's zero risk of using it on Valk and Litchi(no staff), unless they have 50 heat. It's risky on others, but they can only hurt you with a risky option themselves. And on some it's just a bad idea. This is what each character can do without 50 heat to get out of the situation, other than just blocking: Ragna: DP, back jump Jin: DP, back jump Rachel: 5A trade, 2C, back jump, back dash Carl: 5A/2A trade, back jump, back dash Arakune: 5A trade, back jump, back dash Bang: 5A trade, drives, back jump, back dash Hakumen: counters, back jump Tsubaki: 5A trade, DP, back jump Hazama: 2A trade, back jump Lambda: 5A trade, back jump Tager: 360A, back dash Litchi: DP(with staff), back jump Taokaka: 2A/5B trade, back jump, back dash Noel: 5A, 2A trade, drives, back jump Mu: DP, back jump Relius: dodge, back jump, back dash Makoto: 2A trade, DP, back jump Platinum: 5A trade, 5D(bat), back jump, back dash Valkenhayn: back jump So what it looks like to me is, it's good on Valk and Litchi(no staff). Risky on Ragna, Jin, Hakumen, Mu, Relius. Bad idea on everyone else. And a throw bait option that's better in Extend, instant neutral CH j.C > delay j.D > combo. Instant neutral j.C CH's all throw whiffs except Jin and Bang's. Obviously it's bad if they don't throw and crouch the j.C.
LuminAbyss Posted April 2, 2012 Author Posted April 2, 2012 As far as throw baiting goes, I like using TK GH more. And while yeah, it's -9, it's still hard to punish Ragna for without instant blocking (due to the weird hitstop it has). And there's a universal 2A link that allows you to confirm into 3.5k-4k easy. Both do make for good throw baiting.
VR-Raiden Posted April 2, 2012 Posted April 2, 2012 Yeah TK GH is by far the most damaging punish, you get CH if they tried to throw so you can link 5B/5C. Unfortunately, when you're in throw range it whiffs if they crouch block outside of the corner. So does instant j.C though, only thing that has going for it is it's safe if they stand block. I meant better in Extend than previous versions, not really better than other throw punishing options. TK BE is still the the safest but in turn you get much less reward.
Tong Posted April 11, 2012 Posted April 11, 2012 Online matches..ugh. I hate when I airtech and immediately something afterwards hits me because of the whiffed j.A or whenever move comes out when trying to mash to tech. That made me wonder... How effective auto-tech traps would be... Happens sometimes, although not on purpose seemingly, on japanese matches. It is possible to create specific combos to force this. 5D works quite well for that I think, when auto-tech occurs during the first hit and the second is on their face.
LuminAbyss Posted April 11, 2012 Author Posted April 11, 2012 Thing is, the first hit is air-unblockable, but the second hit isn't, as far as I know. It would work better if we could somehow force air tech before the first hit connects,
VR-Raiden Posted May 16, 2012 Posted May 16, 2012 Just now realizing another cross-under 2A situation that could be useful occasionally. normal hit GH(1) > they neutral tech > dash cross-under 2A Would be best outside corner when you don't have meter to RC or don't hit confirm the GH. If the reset is successful you can get a lot more damage off than a normal GH midscreen combo. And something funny I just learned, apparently you can use 2D to cross under. Obviously a bad idea cuz it leaves you at heavy disadvantage but I thought it looked pretty weird.
-Kid Posted June 5, 2012 Posted June 5, 2012 (edited) Hey guys, here are some combos that allow for the rapid > 2A > green throw trick: From KayEff: (corner) 5B > 3C > 623D(2) >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > dash 5D > 214D > 5D > 22C > RC > dash 2A > 5B+C Mine are less practical than the one above because of the requirements, but it's still worth knowing I guess: 22C Dash 5A cast: Corner: FC 2C > 2D > 22C > dash 5A > 5C > 6C > 6D > jump cancel > j.C > Belial edge > 6B > 5C > 5D(1) > DS > delay 2C > 5C > 5D(2) > 623D(2) > upper > straight punch > cross under 3C > 22C > rapid cancel > dash 2A > throw Non 22C Dash 5A cast: (Note: This combo needs to be started with a minimum of 51 heat to enable you to have 50 heat before the rapid into green throw) Corner: FC 2C > 2D > 22C > rapid > 6D > delay j.D > 5D(1) > DS > delay 5C > hjc j.C > j.D > jump cancel > j.C > j.D > Belial edge > 6B > 5C > 5D(1) > DS > *delay 2C > 5C* > 5D(2) > 623D(2) > upper > straight punch > cross under 3C > 22C > rapid cancel > dash 2A > throw * - This combo doesn't work on Valkenhayn, Carl and Arakune because the 5C after the 2C whiffs. I had the damage + heat gain of the combos but I lost it somewhere and I can't access my ps3 right now so I'll get back to you guys on that later. You are better of going for KayEff's combo in the corner if you want a green throw set up, as mine have too many requirements..especially on the non-dash 5A cast. Will post more green throw set ups If I stumble across some in training mode :3 Edited June 5, 2012 by -Kid
-Kid Posted June 9, 2012 Posted June 9, 2012 (edited) Excuse the double post. Combo > 3C > 22C > rapid > 3C > 22C > rapid > dash 2A/5A > throw This also gets you a green throw. Obviously it uses 100 heat. I think this is a pretty good set up, because after the second 22C, the opponent may be trying to mash to get out of stagger, so you may even get a green throw counter. Gotta make use of the 22C repeat proration. :3 Hell, any combo works into green throw with 2 22C's..even this works into green throw: 3C > 22C > rapid > 3C > 22C > rapid > dash 5A\2A > green throw. Even though the combo Is short, it still works. Who said proration was a bad thing? NOTE: on the 22C Dash 5A cast, only 50 heat is needed...do the maths. Edited June 9, 2012 by -Kid
LuminAbyss Posted June 9, 2012 Author Posted June 9, 2012 Oh boy I like this. I will update the first post Sometime in the far future soon.
Fistmaster049 Posted June 14, 2012 Posted June 14, 2012 Dunno if this would be considered a trick but.. 2C into 6C on block now I know what your thinking, unsafe as hell, true but sometimes it can be hilarious from what I've seen. Mostly taking advantage of the dash cancel from the first hit can lead to.. 5A or 2A to continue pressure throw for lolz or my fave jump, mixed results but usually they will try and grab you or DP but sometimes jumping right after the end of the dash cancel will have them whiff a throw so you can land and throw them or falling j.c is always nice lol don't even bother if it is IBed but since you are using the second hit your opponent may not see it coming :3
LuminAbyss Posted June 14, 2012 Author Posted June 14, 2012 6C dash cancelled I think is actually -4. Meaning it's safe to block unless they instant block. It's a level 4 move, meaning it provides 18 frames of blockstun. Dash cancel is 22, last time I checked, unless they made it faster. So 18 - 22 = -4. This one is old as balls, but guess it wouldn't hurt adding it. To everything else that's posted, I'll add these all soon, I promise.
Fistmaster049 Posted June 14, 2012 Posted June 14, 2012 Its worked for me pretty well in a few games, tested it too it worked pretty well other than again DPs and IB makes the window of chance smaller of course but other than that its reasonablely legit like something you use 1 in 3 matches lol
LuminAbyss Posted June 14, 2012 Author Posted June 14, 2012 So long as you remain unpredictable and let the opponent know you have other options, anything can be good. Of course, some options are better than others, but making use of all of them is what makes a good player.
-Kid Posted June 29, 2012 Posted June 29, 2012 (edited) Just to add to the 2A/5A green throw trick: If you have conditioned your opponent enough to throw back after your 2A/5A, or you are playing a high level player that expects it, just do 2A, 2C instead of a green throw, to catch a fatal. Edited June 29, 2012 by -Kid
Fistmaster049 Posted November 21, 2012 Posted November 21, 2012 Guessing we are making a new tricks thread for CP when the time comes?
LuminAbyss Posted November 21, 2012 Author Posted November 21, 2012 We'll fix up the list once we actually have the new game, no need to make a new one.
Ryoto Posted December 20, 2012 Posted December 20, 2012 (edited) Something I notice is that, if by the end of a match you've got 100 heat and you just need that one last good combo to finish them off, it's usually very beneficial to just go Blood Kain and go straight into Devoured by Darkness. Reason being, you'd be very surprised to find how little players actually know you can throw Ragna out of DbD, and who instead opt to barrier block (not knowing its unblockable properties), immediately attempt to dash away (which, depending on the situation, they might not be able to do - my favorite times are in the corner or during their pressure), or instead, having expecting you to throw out a BK combo, tried a DP (in which you'll almost always win out). Along with the nice (usually finishing if you gauge your opponent's health correctly prior to attempting) 4.4k damage you get out of it, it also nicely finishes off players who are holding their bursts for that one last combo of yours. Edited December 20, 2012 by Ryoto
Fistmaster049 Posted December 22, 2012 Posted December 22, 2012 To maybe add to Lumin's meaty dead spike trick: Whiffing a 5A and then using Deadspike will pretty much assure you will get the meaty, about the time it takes to whiff the 5A is as long as it will take roughly for your opponent to tech Its worked for me a few times
Fistmaster049 Posted November 26, 2013 Posted November 26, 2013 throwing this in when the CP update for this thread happens Grounded Hell's fang shenanigans This is more a midscreen thing but I felt it might be worth noting, thanks to the buffs to the untechable time on hit of the first hit of hells fang this could open up some funky reset options instead of using tsuika you could... >Grab reset >Jump j.C >Jump over j.B >2B As I said its not perfect and its more a midscreen option (because why would you omit Tsuika in the corner?) its more a kinda of lol tactic to get essentially a free mixup other notes: If your opponent has seen something like this before they may try and grab you out of it, if you predict this and jump after you get a free CH j.C Be cautious of AAs obviously
Callisto Posted November 26, 2013 Posted November 26, 2013 Kind of in the same vein, last night due to dropping combos I ended up hitting a funky reset a few times where I hit a croucher with 5B 5C 6C, went to HF but did it too early and it whiffed, it crossed underneath them and I hit 2A or 6B into a new combo, it was so bad but worked several times lol
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now