Adelheid Posted June 10, 2012 Posted June 10, 2012 you'd be better off just doing a mugen combo there. This is a really sketchy thing to say, I think. There's a lot of reason to not do Mugen combos even if you have the resources and they'll do the most damage. It's just so burstable.
Errol Posted June 10, 2012 Posted June 10, 2012 This is THE textbook example of when to use a mugen combo. Whenever using mugen, you have to be concerned with bursts, but the gain is huge. But if you want to use a double IAD, I would drop the first 5c.
Airk Posted June 10, 2012 Posted June 10, 2012 This is a really sketchy thing to say, I think. There's a lot of reason to not do Mugen combos even if you have the resources and they'll do the most damage. It's just so burstable. Yes, but if you think about it, if you've gotten a guard crush, odds are that your opponent has already burst at least once that round, which makes it less likely that they'll have another one handy to stuff your Mugen.
Zeromus_X Posted June 10, 2012 Posted June 10, 2012 I know you can use Mugen combos after a crush but I figure this could be a good alternative if you don't want to use up all your stocks or you want to save meter. (Plus if you have say, 2-3 charges, you could do this combo and possibly reset them into a Mugen combo for the kill since it gains back 40 meter). Plus well, double IAD is flashy as shit.
Errol Posted June 10, 2012 Posted June 10, 2012 I think a mugen with 2-3 charges will probably let you hit 6-6.5k tho. But, all the more reason not to end with j.214D, it gets you just about no damage at that point, unless you use a 236236C (which is valid, but you can defer that choice if you skip the first 5c)
Airk Posted June 14, 2012 Posted June 14, 2012 Question about this combo: 5BB > 5CC > Mugen > 623D > j.236D > j.214D > dash 2CC >IAD j.CC > 5C > 2C > jc j.C > jc j.CC > j.236A > j.214C Is it POSSIBLE to do a ground ender on there? (After the IAD) It always seems like they're too high for it when I finish the IAD (maybe my spacing is screwy) and then they tech before they fall low enough for a 236B? Is this a fringe case where you CAN'T do a ground ender?
Errol Posted June 14, 2012 Posted June 14, 2012 No, this isn't a fringe case, it's a case where proration is too bad, and it can pop up all over the place. Here you can use 6CC instead.
Airk Posted June 15, 2012 Posted June 15, 2012 No, this isn't a fringe case, it's a case where proration is too bad, and it can pop up all over the place. I'd always just assumed that since the ground ender did less damage, it was less susceptable to proration, but apparently not. Here you can use 6CC instead. How so?
Adelheid Posted June 15, 2012 Posted June 15, 2012 I'd always just assumed that since the ground ender did less damage, it was less susceptable to proration, but apparently not. Huuuh? As you get below certain proration thresholds, hitstun and untechable time get subtracted from each hit, and in this combo, the proration's gotten too bad to do the ground ender. That's why the (generally inferior) air ender is prescribed, because it works.
Airk Posted June 15, 2012 Posted June 15, 2012 Huuuh? As you get below certain proration thresholds, hitstun and untechable time get subtracted from each hit, and in this combo, the proration's gotten too bad to do the ground ender. That's why the (generally inferior) air ender is prescribed, because it works. I had presumed that fewer hits=less susceptable to proration. It's not that unreasonable an idea, is it? :P
Errol Posted June 15, 2012 Posted June 15, 2012 (edited) 5BB > 5CC > Mugen > 623D > j.236D > j.214D > 6CC > BBB in the corner, you can 6CC>236C>5C>2C>BBB. this is the same ender that makes corner throws so strong. Edited June 15, 2012 by Errol
Airk Posted June 15, 2012 Posted June 15, 2012 5BB > 5CC > Mugen > 623D > j.236D > j.214D > 6CC > BBB in the corner, you can 6CC>236C>5C>2C>BBB. this is the same ender that makes corner throws so strong. Oh, excellent, thank you. Let me try that out.
Adam0812 Posted June 18, 2012 Posted June 18, 2012 if your opponent has 2 primers and isnt using barrier, does anyone ever do blockstring > 22C > RC > 22C? even if you have no meter, you can get good damage with just one charge, am i right? Im guessing the answer will be "it depends" but interested to hear what you think
Kiba Posted June 18, 2012 Posted June 18, 2012 (edited) Yea I make use of that, then you can use 6CC > 214D, but I guess if that didn't work against the character (because the 214D will whiff) you could use 6C > 214D. Edit 3 (lol): 6CC > 214D > IAD combo gets you 3.9k (beginning with 5C > 2CC > IAD stuff) Edited June 18, 2012 by Kiba
Adam0812 Posted June 18, 2012 Posted June 18, 2012 i always use 6C > 214D regardless just because i sometimes drop the 6CC version and i dont have to think about who im doing it on. Thinking about getting a vita to satisfy my BB addiction, how is the D pad? i know you use pad kiba but i play on a stick
Kiba Posted June 18, 2012 Posted June 18, 2012 Yea that definately makes it a lot easier to land the combo. I'm not sure what the D-pad is like on the vita, because I do not have one, though I've heard mixed views about it. Some say it's alright, others say it's not so good.
pktazn Posted June 18, 2012 Author Posted June 18, 2012 The d-pad isn't that bad at all considering it's a portable device. The main problem I had was that my thumb was constantly bumping into the analog stick since it's so close to the pad. It gets uncomfortable trying to find a way to do the circular motions if you're on the 1P side, as well as having the game read unintentional inputs.
Adam0812 Posted June 18, 2012 Posted June 18, 2012 Hmm decisions decisions, I would like to try it, but there ain't gonna be no demo units with BB running I know that 4 sure
2link121 Posted June 19, 2012 Posted June 19, 2012 (edited) Question, What do you guys think of the viability of this as an unblockable set up, because I'm starting to feel unsure: Midscreen only otherwise one would attempt an unblockable with the orb 5BB> 5CC> 623C> 214B(w)> j.C > j.C > 236D > 214B(w)> 6C > 236C [2740, 25 Heat Gain] Now, this is a shortening of a BnB you can find in the combo compilation thread. Normally if one were to continue the combo it would be: 236C> 214B> 22B for [2978, 32 Heat Gain]. Dropping the combo after the 236C places you immediately behind the opponent as they're falling/landing(in crossup position). Delaying the 22D for an instant after the 236C allows for them to begin a quick wake up as you charge a meaty unblockable. If they choose to roll away from you after x amount of repeats, you are placed in such close proximity of them that they get caught within the range of the move anyway. Further repeated use of this set up obviously would lead to them timing rolls(or rolling behind you), but this can be used to condition them for other set ups of your choice. What I'm not sure of really is the risks vs. benefits. What do you guys think? I was going to post in the actual thread for unblockables, but I didn't want to necropost with something I wasn't sure about. Plus it technically falls under number three's 'Combo Drop into' lol. If that's fine then a mod can feel free to move this post there. Edited June 19, 2012 by 2link121
Kiba Posted June 19, 2012 Posted June 19, 2012 5BB> 5CC> 623C> 214B(w)> j.C > j.C > 236D > 6C > 236C [2740, 25 Heat Gain] Do you mean j.236D > j.214B(w) > 6C > 236C? But yea I see what you mean. I have not tried it, but it sounds neat. I don't mind the posting in the unblockable compilation thread. If you have more ideas feel free too! Like I said it sounds good, but I'll try it out and see how it works out!
2link121 Posted June 19, 2012 Posted June 19, 2012 (edited) oops yeah forgot to put in the 214B(w) xD, lemme edit that in. If any of you guys ever have the time, feel free to try it out and let me know what you think. I haven't really field tested it yet. /labmonster and alright, I'll be sure to post any interesting tech if I find any~ Edited June 19, 2012 by 2link121
Adam0812 Posted July 3, 2012 Posted July 3, 2012 working on max meter gain combos at the minute, in the corner i will use, and this may not be best use of charge, but meter gain is the issue here. 22D (charged) > 3CC > RC > 6CC > 623C > J236A(W)> J214D > JD > JC > 5B > HJC JB > JC > jc JC JC > J214D > 6C > 623C > J214D > 6C > 236236C. anyone got better meter gain of an unblockable 22d? btw i use the 5B HJC route rather than dash 5C for execution purposes, online i find it nearly impossible
BatousaiJ Posted July 3, 2012 Posted July 3, 2012 working on max meter gain combos at the minute, in the corner i will use, and this may not be best use of charge, but meter gain is the issue here. 22D (charged) > 3CC > RC > 6CC > 623C > J236A(W)> J214D > JD > JC > 5B > HJC JB > JC > jc JC JC > J214D > 6C > 623C > J214D > 6C > 236236C. anyone got better meter gain of an unblockable 22d? btw i use the 5B HJC route rather than dash 5C for execution purposes, online i find it nearly impossible Try this one. 22D (charged) > 3CC > RC > 6CC > 623C > J236A(W)> J214D > dash 5C > 2CC > 22C > dash 5C > 2C > 236C > 214C > 22B it combines ease of use along with good damage + untechable knockdown at the end. It's generally what I go with on netplay when I'm not sure if I can land the jD > j.C > dash 5C pick up or vs Ragna who that combo will drop against.
Adam0812 Posted July 3, 2012 Posted July 3, 2012 Nice one bat, yer that's looks easy and practical. Thanks
Adam0812 Posted July 6, 2012 Posted July 6, 2012 Sometimes when I go for an unblockable in the corner it's scores a counter hit, this screws my combo as they end up on the wrong side of my me when doing 6CC, this only seems to happen after 3CC RC. how or can I adjust to still get a full combo as the 3CC route is good damage which I can't afford to drop
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