BatousaiJ Posted May 15, 2012 Posted May 15, 2012 Don't forget on the guard break combo, 6CC > 214D will whiff on a few characters so in that case, go with 6C > 214D with the rest of the combo being the same. The same thing applies to 6CC > Mugen where 623D > j.236D > j.214D won't combo properly after 6CC so you'd go with 6C in that case as well. No worries, 6C is still a great starter even without the second input and you'll get a ton of damage in regardless. Also, today I built up 5 charges and 236D reset someone to death from like 80% health, it was fantastic.
pktazn Posted May 15, 2012 Author Posted May 15, 2012 236D resets are wonderful... Especially on CH. I don't think there's any trick, just that it's character specific. Doesn't work on Jin. I didn't realize until I saw, not that it whiffs, but that it doesn't hit in time, on Jin. Related to character 'reeling backwards' hitboxes I think (the same kinda thing that causes it to fail on Lambda/Mu). You'll have to double check and let me know if you can actually do it on Lambda and Makoto. I'm pretty sure it's impossible on Lambda, as far as Makoto, I just tested a bit but j.B always whiffed for me. Tested and it whiffed on Makoto for me as well. I'll try again later since I'm using my Vita and I keep bumping the damn analog stick which is bugging me otherwise I'd try a few more times.
Errol Posted May 15, 2012 Posted May 15, 2012 5CC2C ender, verified on: Fine on Ragna, Rachel, Arakune, Bang*, Hakumen, Hazama, Litchi, Valkenhyne, Relius, Tager Whiff on tsubaki, Too slow to hit on JIn on heavily prorated combos (ender after 1 jump after 236D is fine) *Bang specific loop so whatever, but really easy just like his jump loop
Errol Posted May 15, 2012 Posted May 15, 2012 Note that those combos listed above are all none FC combos- you can get even crazier stuff off FC 3CC. I see your challenge and here is what I have for you. This is also my BNB 22D if I have no charge. 3922 3CC > RC> 6CC> 236C> 5C>2CC>236C>5C>2C>BBB for silliness. 4037 FC 3CC> RC> 2CC > 5C > 2CC > 5C > 2CC > IAD > 5C > 2CC > CCC
Airk Posted May 15, 2012 Posted May 15, 2012 for silliness. 4037 FC 3CC> RC> 2CC > 5C > 2CC > 5C > 2CC > IAD > 5C > 2CC > CCC Okay, that one is funny.
Zeromus_X Posted May 16, 2012 Posted May 16, 2012 Any tips for midscreen DP Whiff > jC > jCC > j236D > j214B combos? They seem like a nice way to get some midscreen damage with one charge but I can't get the 6C after the j214B. It seems like they can tech before there's enough time to 6C, or I end up diving behind them.
Kiba Posted May 16, 2012 Posted May 16, 2012 Any tips for midscreen DP Whiff > jC > jCC > j236D > j214B combos? They seem like a nice way to get some midscreen damage with one charge but I can't get the 6C after the j214B. It seems like they can tech before there's enough time to 6C, or I end up diving behind them. Try not to prorate the combo too much before the dp whiff, otherwise it'll be harder to link the 6C, or it will not work. Also, remember it's not j.C > j.CC > stuff, but j.C > dj.C > j.236D > stuff. The j.CC prorates and it will make it more difficult for you to link the combo. The 6C does have to be linked fairly quickly too. Hope it helps, and btw that combo doesn't work on Hakumen, Tager and Valkenhayn. It will not work against Bang either unless you high jump.
Errol Posted May 16, 2012 Posted May 16, 2012 Try not to prorate the combo too much before the dp whiff, otherwise it'll be harder to link the 6C, or it will not work. Also, remember it's not j.C > j.CC > stuff, but j.C > dj.C > j.236D > stuff. The j.CC prorates and it will make it more difficult for you to link the combo. The 6C does have to be linked fairly quickly too. Hope it helps, and btw that combo doesn't work on Hakumen, Tager and Valkenhayn. It will not work against Bang either unless you high jump. Just one point. j.CC doesn't have bad proration, it just has bad damage for the proration. You'd be able to make the combo go just as long, except it would do less damage.
Kiba Posted May 16, 2012 Posted May 16, 2012 Alright, and ah yea that explains why the second dive hits. Also I forgot to mention that the DP combo doesn't work on Arakune either unless you super jump.
Zeromus_X Posted May 16, 2012 Posted May 16, 2012 Thanks, and that would explain why I'm not getting it right lol.
TheGreatReptar Posted May 21, 2012 Posted May 21, 2012 I dunno if this has been posted, but I figured out a 3 charge combo that starts with just 1 charge (or rather, saw a 2 charge, 1 starting combo in a video and tried to see if I could squeeze a third charge out). 22D>5D (1/2 charge)>3CC>RC>5D (1.1 charges)>5CC>623C>j.236A>j.214D>j.D (.9 charges)>j.C>dash>5C>2C>236C>214A>22B>236236C
Errol Posted May 21, 2012 Posted May 21, 2012 yeah, looks like what konan does when he doesn't have charge for the 6CC route
Airk Posted May 21, 2012 Posted May 21, 2012 I'm confused - how do you get 1.1 charges from a 5D? Are you actually charging twice? Or am I misunderstanding the notation?
Shruikon Posted May 21, 2012 Posted May 21, 2012 I'm confused - how do you get 1.1 charges from a 5D? Are you actually charging twice? Or am I misunderstanding the notation? I think it means to charge up to 1.1 stock - i.e. charge for 0.6 stock. 0.6 + 0.5 = 1.1.
pktazn Posted May 21, 2012 Author Posted May 21, 2012 Shurikon's got it since earlier in the combo you use 5D to get 0.5 charge. So the second time you use 5D you should have about 1.1 charge in order for the the combo work.
Airk Posted May 21, 2012 Posted May 21, 2012 That's what I thought too, but then I saw the j.D for .9 charges. Though I guess since there are no further D moves in the combo, that's sortof irrelevant...
Adelheid Posted May 21, 2012 Posted May 21, 2012 Why would it be irrelevant? Always better to end a combo with more than one charge to have something for the next thing you want to go for.
Airk Posted May 21, 2012 Posted May 21, 2012 Why would it be irrelevant? Always better to end a combo with more than one charge to have something for the next thing you want to go for. It's irrelevant because it doesn't matter for purposes of that combo, and therefore means that yes, the charge notations mean "this is how much charge you have, not how much you charge for". Because if there had been another D move in the combo, then it wouldn't have made any sense to use that reading of the notation. I assumed that since he was noting charge values, that there was going to be another D move in there, and there wasn't. tldr; I was confused by the notation, and that .9 was the cause.
Adelheid Posted May 21, 2012 Posted May 21, 2012 It's irrelevant because it doesn't matter for purposes of that combo, and therefore means that yes, the charge notations mean "this is how much charge you have, not how much you charge for". Because if there had been another D move in the combo, then it wouldn't have made any sense to use that reading of the notation. I assumed that since he was noting charge values, that there was going to be another D move in there, and there wasn't. tldr; I was confused by the notation, and that .9 was the cause. Just reads to me like he's saying to complete the charge and end with a whole stock...
Airk Posted May 21, 2012 Posted May 21, 2012 Well, part of my confusion stems from the fact that he called it a "three charge" combo, even though it only uses two charges...
pktazn Posted May 21, 2012 Author Posted May 21, 2012 (edited) It's worded a bit strangely so I can see how it's confusing but in parenthesis Reptar mentions that technically it's a two charge combo he saw in a video and wanted to see if it was possible to get a third charge while doing the combo. Edited May 21, 2012 by pktazn
Errol Posted May 21, 2012 Posted May 21, 2012 long story short: go find a video of konan hitting someone with 22d when he only has 1 charge.
Airk Posted May 21, 2012 Posted May 21, 2012 It's worded a bit strangely so I can see how it's confusing but in parenthesis Reptar mentions that technically it's a two charge combo he saw in a video and wanted to see if it was possible to get a third charge while doing the combo. Right; I'm just not used to charges gained in a combo being counted in "how many charges" the combo is.
Zeromus_X Posted June 10, 2012 Posted June 10, 2012 (edited) Hey guys, I dunno if this is old news, but I was practicing the double IAD combo and it looks like you can do it from a guard crush: Guard Crush > (5D charge 1.00) > 3CC > RC > 2CC > IAD > jCC > 5C > 2CC > IAD > jCC > 5C > 2C > jC > jc jCC > j214D > 6C > 236C > 214A > 22B (4525 damage, 40 MG) Anyone know any other starters you can do double IADs with? Edited June 10, 2012 by Zeromus_X
Errol Posted June 10, 2012 Posted June 10, 2012 you'd be better off just doing a mugen combo there. you can double iad after FC 3C, but you're better off doing the 6C combo.
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