RinHara5aki Posted January 6, 2012 Posted January 6, 2012 (edited) That was actually tsujikawa's combo as well, and it works on everyone.. I think. Its not possible in CS2 because untech time for almost all the drives and even normals in CSE are increased, but it seems like combos prorate faster as a setback which I think ASW was heading for shorter, more creative combos. They were tired of the "loop" thing lol. I tried doing 6a AA and then jump 236bbing it, it seems to only works if you hit 6a(1hit) still. If you hit both hits of 6a, the go high, and you can still hit the 236bb, but after the j.5d~a or j.2d~b you're not close enough to the ground to do the recovery-cancel 6c. Honestly, just doing 6a(1hit) j.2b j.5d~a is WAY easier to confirm and prorates better. I dunno how tsuji did 6a(2hit) into a 6c combo honestly o__0 i'd have to see that myself (as anti air i mean) Edited January 6, 2012 by RinHara5aki
NeoGio0o Posted January 7, 2012 Posted January 7, 2012 Sorry to pester you so much Rin but this should be the last question. Is it possible to do counter hit J-D-A land combos if your a bit close to the corner? How much damage can you get off counter hit j.d all together as this is Taos most common counter hit.
KM Riku Posted January 7, 2012 Posted January 7, 2012 Sorry to pester you so much Rin but this should be the last question. Is it possible to do counter hit J-D-A land combos if your a bit close to the corner? How much damage can you get off counter hit j.d all together as this is Taos most common counter hit. I said this some pages ago, you can land->6C after a j.D~A CH and combo near the coner. Tsujikawa did it in the training mode in his stream. @Rin: the only drive move that had the untechable time increased was j.2D. Actually, j.D now has less untechable time so you can't loop it against crouching characters like you could in CS2...which is a pretty annoying nerf since it's more difficult to combo after a non-CH j.D~B (funny thing that a CH j.D~B combo does less than a non-CH one) and makes the j.D~A->6C more annoying too.
NeoGio0o Posted January 8, 2012 Posted January 8, 2012 J.2D is a weird drive to buff...so riku what would be the optimal combo off counter hit J.D when 6C is not applicable?
iTz.WiiTarD Posted January 8, 2012 Posted January 8, 2012 after a little playing around with tao in training mode i need help with the 6c corner combo, the 4d-a to connect never does, any advice will be helpful plz
XYZ1234 Posted January 10, 2012 Posted January 10, 2012 (edited) You need to keep track of the height, as if it too low it won't connect, also, on Rachel and Noel it's better to do a double 6C instead of 6C -> 4D~A. Edited January 10, 2012 by XYZ1234
Mystic d Posted January 15, 2012 Posted January 15, 2012 Alright, my awesome friend let me borrow his ps3 and CSX. if anyone wants things tested, let me know and i'll try them out this weekend if i have time
NeoGio0o Posted January 19, 2012 Posted January 19, 2012 Alright, my awesome friend let me borrow his ps3 and CSX. if anyone wants things tested, let me know and i'll try them out this weekend if i have time You should be awesome and discover how the japanese Tao's are doing the standing hit confirm on ragna so easily.
Mystic d Posted January 19, 2012 Posted January 19, 2012 i've been working on it. it's not easy at all D: i'm even japanese o_0
NeoGio0o Posted January 19, 2012 Posted January 19, 2012 Mystic be a trooper and grind it out and as soon as you start doing it consistently do your best to provide us with a descriptive explanation. Also do me a favor and tell me whats the optimal counter hit J.D combo to do?
HelpMeLearn Posted January 19, 2012 Posted January 19, 2012 Possibly a really stupid and odd question: can you advanced input a dash upon landing after using a j.236b?
NeoGio0o Posted January 20, 2012 Posted January 20, 2012 Mystic adding on to my request test to see if you can do something like delayed 6C/slightly charged 6C to adjust the height after a high or early done 4D.
XYZ1234 Posted January 20, 2012 Posted January 20, 2012 It is possible to delay 6C after 4D to adjust the height. I have done some practice on the 5C-j.B link, turn out it's quite easy on Ragna, compare to other char such as Jin or Hazama and I was able to do it 7 out of 10 attempts. The only way I manage to get the timing down is by Tao's voice during the 5C, but I think the correct timing is after the 5C, you wait a bit and jump when Tao almost return to her standing animation. For practice I recommend using Jin, when you are able to hit jB but the combo doesn't connect, that mean you are really close to getting it right, just a few frames faster.
XDest Posted January 29, 2012 Author Posted January 29, 2012 Do these work in CSEX? 6C -> 5D~B -> .. -> 5C -> 5D~5 -> j.D~A -> 6C -> ender 6A -> 5D~B -> .. -> 5C -> JC -> j.B -> j.D~A -> 6C -> ender
Mystic d Posted February 2, 2012 Posted February 2, 2012 You should be awesome and discover how the japanese Tao's are doing the standing hit confirm on ragna so easily. As XYZ said, it's not as difficult as originally thought. you just have to wait until the last few frames before jump canceling. i've been getting it pretty consistently now. confirming it is another story though.. Mystic be a trooper and grind it out and as soon as you start doing it consistently do your best to provide us with a descriptive explanation. Also do me a favor and tell me whats the optimal counter hit J.D combo to do? j.D~B -> land -> 66 -> 2D~5 -> j.6D~6 -> j.C -> j9D~9 ->j.2D~C -> j.C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [2537] Mystic adding on to my request test to see if you can do something like delayed 6C/slightly charged 6C to adjust the height after a high or early done 4D. Yes. You can also slightly delay the cancel on your 4D (which I find easier to do). Do these work in CSEX? 6C -> 5D~B -> .. -> 5C -> 5D~5 -> j.D~A -> 6C -> ender 6A -> 5D~B -> .. -> 5C -> JC -> j.B -> j.D~A -> 6C -> ender Tried them both. Can't get the fist one to work after the 5C. The second one work if you do 6A (CH) -> JC -> j.D~B -> .. -> 5C -> JC -> j.B -> j.D~A -> 6C -> ender, but you need to cut the ender short (2D~9 -> j.3D~3 -> j.236BBBBB [2544]). i can get up to the 6C part without CH, but haven't been able to get past that. Even getting to the 6C without a CH is very tight and inconsistent. Doesn't seem viable for damage because you can get 3k off a non-CH 6A with a much easier confirm. Hope this helps
RinHara5aki Posted February 2, 2012 Posted February 2, 2012 Mystic be a trooper and grind it out and as soon as you start doing it consistently do your best to provide us with a descriptive explanation. Also do me a favor and tell me whats the optimal counter hit J.D combo to do? Optimal j.d combo isn't much. The untech time on Ch is still bad. j.d~b gets you land 66 2d~c 9d~5 5d~6 j.c 9d~9 2d~6 236bbbbb, the air BnB. Possibly a really stupid and odd question: can you advanced input a dash upon landing after using a j.236b? What does that mean? After like a 1 hit j.236b? or a full combo ender 236bbbbb? http://www.youtube.com/watch?v=ARaxWvBnaBU&t=01m23s This you can dash after, http://www.youtube.com/watch?v=-6ZoSyAsjFQ&t=01m08s This you can't dash after, you can drive cancel though.
Mystic d Posted February 2, 2012 Posted February 2, 2012 Yeah, the combo Rin posted actually does 2560 so it's better than the one i posted lol
XDest Posted February 3, 2012 Author Posted February 3, 2012 Tried them both. Can't get the fist one to work after the 5C. The second one work if you do 6A (CH) -> JC -> j.D~B -> .. -> 5C -> JC -> j.B -> j.D~A -> 6C -> ender, but you need to cut the ender short (2D~9 -> j.3D~3 -> j.236BBBBB [2544]). i can get up to the 6C part without CH, but haven't been able to get past that. Even getting to the 6C without a CH is very tight and inconsistent. Doesn't seem viable for damage because you can get 3k off a non-CH 6A with a much easier confirm. Hope this helps For the 6C one I think you need to do 5D~B early so they're lower to the ground when you do 5C. Because in CS2 you can definitely do everything up to the j.D~A. What's the optimal 6A combo btw?
Mystic d Posted February 3, 2012 Posted February 3, 2012 Midscreen: 6A (2 hits) -> JC -> j.8D~A -> land -> j.C -> j.8D~A -> 2D~5 -> j.9D~5 -> j.6D~6 -> j.C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [3067] Midscreen to corner: 6A (1 hit) -> 5D~6 -> j.D~A -> 6C -> 236CC -> 2D~9 -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [3201] This also works midscreen to corner, but I haven't done it yet so I don't know the exact damage: 6A (1 hit) -> 5D~5 -> j.2D~5 -> j.C -> j.D~A -> 6C -> 6C -> 236CC -> 2D~9 -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [~3500]
Mystic d Posted February 3, 2012 Posted February 3, 2012 hmmm... i'm having a lot of trouble landing combos on lambda. anyone have any idea why?
XYZ1234 Posted February 3, 2012 Posted February 3, 2012 (edited) This also works midscreen to corner, but I haven't done it yet so I don't know the exact damage: 6A (1 hit) -> 5D~5 -> j.2D~5 -> j.C -> j.D~A -> 6C -> 6C -> 236CC -> 2D~9 -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [~3500] This one is character specific i think, I don't do it much but i know it work on Bang, Relius so probably Haku and Tager as well. I think the j.C after j.2D~5 whiff on some character. Edited February 3, 2012 by XYZ1234
XYZ1234 Posted February 3, 2012 Posted February 3, 2012 hmmm... i'm having a lot of trouble landing combos on lambda. anyone have any idea why? What kind of trouble you are having ? If it's Lambda slipping through your 6C then try delaying 6C after 4D or just skip 4D altogether.
KM Riku Posted February 3, 2012 Posted February 3, 2012 It's better to use j.2D~6->j.B (1 hit) in that combo instead of j.2D~6->j.C.
XDest Posted February 5, 2012 Author Posted February 5, 2012 (edited) Can you still do 5B->3C->RC->66->6C? Might make for interesting midscreen combos. It really looks like 5B->3C->RC->66->6C->214D->j.D~B->5C->5D~5->j.D~A->6C->ender would work fine, but you would have to be close enough. Probably not worth it for the 4k, but I guess an alternative for when you can't midscreen AB2 combo. Edited February 5, 2012 by XDest
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