Errol Posted May 25, 2014 Posted May 25, 2014 So, 5C ODC will not let you recover in time to block a burst, if they burst instantly. I wasn't successful with trying to block a burst with it at all, either the burst came out and won or the burst didn't come out. I tried other stuff, and every other move was the same, except for 6C. Something about the hitstop, I don't know, but an ODC off 1 or even 2 hits of 6c always let me recover and block a burst if the burst was coming out. only helps if you can kill something by punishing with 6c, and you don't need the extra damage to kill (drops damage a lot to skip hits on 6c). but there it is.
Monarch Posted May 27, 2014 Posted May 27, 2014 I'll have to look at the replay again myself then. From what I remember, I accidentally pressed OD by mistake, but I saw my opponent in the burst animation and just chose to guard after the OD animation ended.
zaeris Posted May 27, 2014 Posted May 27, 2014 Since we are on OD bait burst ect... I'm thinking it might be possible to OD during a safe jump if you confirm it's a dp, so safe jump will whiff when a dp is activated just wondering if there is enough time to use OD when you land from a safe jump against a dp and punish accordingly although if you block it's already a punish but an OD punish could maybe work as well
TheGreatReptar Posted May 28, 2014 Posted May 28, 2014 I wonder if you can actually safejump OS an overdrive activation like doing a safejump sweep OS in Street Fighter. Although against some dps I imagine you can block then activate and still punish
zaeris Posted May 28, 2014 Posted May 28, 2014 well my idea of a punish is using 3c fatal counter instead of the 5c 6c route, because it doesnt require mugen and it can deal a sizable 5k damage costing 25 heat (ct) and 2 charges, maybe someone can figure out a decent 3c (FCH) OD combo
zaeris Posted May 28, 2014 Posted May 28, 2014 There a few variation depending on charges you have at start but it's quite flexible Have 1 charge ra start OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 236c 214b 22b/d OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 236c 214b 22b (non charge lol) Can start wih zero charge OD 3c fc 5c 2cc ct 6c 214d236d iAd jcc land 5c 2c 236b 214b 22b/d I don't even know if it's optimal but you can get 5.2k around or 4.9k then of course you can add super to deal more but I think mugen would had been better if your going to add super. Super extension 22d fully charge , charge dash 6c 236236d EDIT: lol have no idea how to maximise 3c FC EDIT 2: meant 3cc
Zouf Posted May 28, 2014 Posted May 28, 2014 Best would be 3CC > 5C > 2C > CT > 6C > 421D236D > 2CC > IAD JCC > 5C > 2C >BBB But, as the combo is long and there is not so much hitstop, OD would decrement too fast and, unless you are very low life, opponent could burst midway. The idea of OD after a safe jump is sexy, if you could do it as an option select. But as the opponent can delay his tech, it would most likely not work unless you can confirm he teched ASAP.
Errol Posted May 28, 2014 Posted May 28, 2014 it depends on if you are in the corner. you can't get slow stuff after a corner 421d236d
zaeris Posted May 29, 2014 Posted May 29, 2014 My theory is that you could react to a whiff jc because it's meaty if they don't tech jc will hit so they can't rely tch or recognized a dp motion and press overdrive as you hold back, Anyway in corner we already have simpler combo that would achieve the 5k. Still I reckon it can go higher since 5cc 2d already achieve that much.
zaeris Posted May 29, 2014 Posted May 29, 2014 Best would be 3CC > 5C > 2C > CT > 6C > 421D236D > 2CC > IAD JCC > 5C > 2C >BBB But, as the combo is long and there is not so much hitstop, OD would decrement too fast and, unless you are very low life, opponent could burst midway. The idea of OD after a safe jump is sexy, if you could do it as an option select. But as the opponent can delay his tech, it would most likely not work unless you can confirm he teched ASAP. I seem to have trouble with the above combo. first 5c 2c ct does that work? IAD jcc land 5c (tight) 2c > (BBB stuff here kinda doesnt combo for me) OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 3c ender does around 5.5k, anyways seems to be alot of resources but since its overdrive can be quite free. otherwise I would say going 5c 6c corner is better
chzchan Posted May 29, 2014 Posted May 29, 2014 OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 3c ender does around 5.5k, anyways seems to be alot of resources but since its overdrive can be quite free. Wait is it 3C, not 3CC? Also, do you already have to be in OD or is there some OD cancel that happens somewhere? Also would ending it with 214B > 22B work instead of 3C? Hitting a falling target with 3C is pretty hard man.
Owner Posted May 29, 2014 Posted May 29, 2014 Punishing is always a good thing but there are actually not many situations where you can choose between 5C or 3C Fatal Starter 5C is faster but has limited range 3C is slower but has more range 5C optimal route would be to go into 6C > OD cancel > 214214D > 421D > 236D > 623D > j.236D > j.214D > 214D > charged 22D > ender (super or dp) 3C has several routes but they differ in charge usage and OD cancel with 6C is pretty late if you wanna do it I always go for 3CC (FC) > 5C > 2CC > CT > 6CC > IAD > j.CC > 5C > 2C > 236C > 214B > 22B (or whiff 22B and do a super) Does about 4.1k without the optional super ender Speaking of combos, after a 2CC Anti Air you can go for 236D > 6C > .... if the opponent is not deep enough for the IAD route But keep in mind that for the 6C you need to hit the opponent pretty high with 236D
zaeris Posted May 29, 2014 Posted May 29, 2014 Wait is it 3C, not 3CC? Also, do you already have to be in OD or is there some OD cancel that happens somewhere? Also would ending it with 214B > 22B work instead of 3C? Hitting a falling target with 3C is pretty hard man. Already in OD which will make you invul during the dp active frame is what I was getting at if it's theoretically possible or not to react to a wake up dp from safe jump into a land OD. Places where you can charge cancel is 5c after 3cc fch as shown in kiba OD tutorial. Although my combo was for overdrive activation invul for punishes. sorry I meant 3cc meaning both first and second part of 3cc, if its just second part of 3cc then you can just go straight into 421 d 236 d ct 6cc iAd jcc land 5c 2c into bbb. About your end part with 3c vs well cbb since it is at the end of combo the charge 22b is techable before you can land it and non charge 22b doesn't provide a good ender so I thought 3c into 3cc ender is more manageable since you would have charges from overdrive and a safe jump is better if you already have 3 charges left. Well i find 3c ender from j236d j214d to be quite easy, you do have more frames compare to 6c and 3c does have a good hit box. Edit against Jin 2d you can punish but it won't be fc kinda sad, same with 6d From owner post 5c 6c is the recommended punish if you have 50% bar already and even without 50% 5c6c starter can deal a lot of damage around 4k non super. Sometimes I find it hard to say why use 3c punish instead of a 5c, since the damage can be quite identical. Atm I'm just playing with the holes in peoples string using OD since by making them whiff they can not roman and be safe. Things that people can try Jin 6b 6d can be OD during gaps and punish with 5c and 22d for Jin 6d, wondering if you can react to Jin 2d with OD on wake up assuming it's not meaty and punish with 3c. And sometimes people do getto things like super and rc lol instead just OD during their start up which should make them whiff and free punish instead. Well if you block they will just rc and continue.
Airk Posted May 29, 2014 Posted May 29, 2014 I don't think we really have any combos off 3C (as opposed to 3CC) anymore?
zaeris Posted May 29, 2014 Posted May 29, 2014 From testing just a few minutes ago you can 3c fch into 5a 2c which can be slightly hard but why bother when 3cc does a great job.
TheGreatReptar Posted May 29, 2014 Posted May 29, 2014 FC 3C at the right spacing can also combo into 5C
chzchan Posted May 30, 2014 Posted May 30, 2014 5c 2c 214d delay 236d How in the hell does this part work? I have been trying to link it for hours. I can get 236A to work, but not 236B or 236D. I can actually get 421D > 236D to work here, though which I find fun.
zaeris Posted May 30, 2014 Posted May 30, 2014 Well I did change the ender to 3cc or it could be 236c 224b 22b non charge, it is similar to the corner throw combo with 2 charges, 6cc tkj236dj214d Lol I've seem to write some notation funny awell.
Zouf Posted May 31, 2014 Posted May 31, 2014 I seem to have trouble with the above combo. first 5c 2c ct does that work? IAD jcc land 5c (tight) 2c > (BBB stuff here kinda doesnt combo for me) OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 3c ender does around 5.5k, anyways seems to be alot of resources but since its overdrive can be quite free. otherwise I would say going 5c 6c corner is better This combo doesn't work that's why :P I just pulled it off from my magician hat. Drop IAD and just do 5C > 2C > 236C > 214B > 22B for 4900 dmg 3CC > 5C > 2CC > CT works yes, and it gives a huge buff in damage. I always go for this route when i have 25% heat
Kiba Posted June 1, 2014 Posted June 1, 2014 Alternatively, if you had the charge you can do this instead: FC 3CC > 5C > 236D > 6C > j.D > j.C > 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B for 4.2k...
Monarch Posted June 1, 2014 Posted June 1, 2014 Wow, after doing that combo, I really don't even see the point in using the CT route for only a 1000 more damage. (Unless of course I don't have any stock)
Airk Posted June 2, 2014 Posted June 2, 2014 Er, did you mean "only 100"? 'cause 1000 extra damage is a LOT for 25 meter.
Svamparn Posted June 2, 2014 Posted June 2, 2014 You can also add CT with the 1charge route for around 600 extra damage. FC 3CC > 5C > 236D > 6C > CT > 66 5C/5CC > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B A little harder to execute and if you have to do the 66 5C or 5CC followup after CT depends on the character.
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