Kiba Posted April 3, 2012 Posted April 3, 2012 Midscreen 2 charge combo: Throw > 236D > Dash 5C > 2CC > 214D > 6A > 5C > 2C > 236B > 214B > 22B (2.8K) 1 charge corner combo: 3C FC > 6CC > 623C > j.236A(w) > j.214D > j.D > j.C > Dash 5C > 2CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B (4.1K, 48 heat gain I think) I'll double check when I can.
Errol Posted April 3, 2012 Posted April 3, 2012 Midscreen 2 charge combo: Throw > 236D > Dash 5C > 2CC > 214D > 6A > 5C > 2C > 236B > 214B > 22B (2.8K) 1 charge corner combo: 3C FC > 6CC > 623C > j.236A(w) > j.214D > j.D > j.C > Dash 5C > 2CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B (4.1K, 48 heat gain I think) I'll double check when I can. fun stuff. Heat on first?
Kiba Posted April 3, 2012 Posted April 3, 2012 28 - 32 heat. Somewhere between that range and I'm not in a position to actually check it unfortunately. I'll amend it tomorrow though fo' sure.
BatousaiJ Posted April 3, 2012 Posted April 3, 2012 Not entirely sure if this is on the list but here's a fun RC combo that's actually pretty worth it if you don't have charges to work with. Midscreen, Crouch Hit 5A > 5BB > 3CC > RC > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B - 3319 damage or Midscreen to corner 5A > 5B > 3CC > RC > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214B > 22B - 3644 damage I saw something like this in a video before but I kind of wrote off the 5BB > 3CC link on crouched enemies as too cost heavy and situational but lately I found myself in positions where I hit them with 5A or 5B when they're in crouch animation and a decent combo will kill them. I end up doing a combo like this hoping it will kill them 5A > 5BB > 2BB > 6BB > 236C > 214C > RC > dash 5CC > 236236C - 2770 2770 damage for 100 meter isn't exactly my idea of fun. Had I gone with the first combo I posted, I would've won that round and by some chance I didn't, I'd have meter left over and superior positioning to boot.
Errol Posted April 3, 2012 Posted April 3, 2012 (edited) actually, I didn't realize you could go into 3c from 5bb. That isn't bad at all... Usual way for me to blow heat is to get a 6cc midscreen. e.g. midscreen, 5a>5cc>22c>RC>6CC>BBB , 2404. 5a>5cc>22c>RC>6CC>BBB>(in corner)>6C>236236C, 3063. Edited April 3, 2012 by Errol
Kiba Posted April 3, 2012 Posted April 3, 2012 5A > 5BB > 2BB > 6BB > 236C > 214C > RC > dash 5CC > 236236C - 2770 Is this a mistake? actually, I didn't realize you could go into 3c from 5bb. That isn't bad at all... I guess the combo compilation is not useful after all.
BatousaiJ Posted April 3, 2012 Posted April 3, 2012 (edited) oh ya, throw in a 5CC in there. You know, the super standard BnB on crouch hits. I guess the combo compilation is not useful after all. Hum? Edited April 3, 2012 by BatousaiJ
Errol Posted April 3, 2012 Posted April 3, 2012 (edited) Also, any j.214x hit can lead into a full IAD combo from anywhere on the screen, if you RC. This is a little more difficult, since you have to micro dash after the RC. But you can get ~~3.3k off of it. j.236c is also a pretty good starter off an RC, but uses for that are pretty limited.. I guess the combo compilation is not useful after all. I just don't go reading the combo compilation much anymore. That doesn't mean it isn't useful. Edited April 3, 2012 by Errol
BatousaiJ Posted April 3, 2012 Posted April 3, 2012 (edited) I don't make it a habit to use 214 series outside of combos unless it's the D version but I've managed to use 214A here and there to stuff certain obvious moves. If memory serves, off CH, you can just dash 2CC for an IAD combo without an RC too. Also, I had a funny instance today where someone bursted during my 236B > 214B > 22B ender and 214B went through the burst for free. I haven't dodged a burst using 214B before so it came as quite a pleasant surprise. If I was quick on the draw, I could've canceled into 22D but I didn't see it coming so I didn't really have time to prime that follow up. Spiffy though. Edited April 3, 2012 by BatousaiJ
Errol Posted April 3, 2012 Posted April 3, 2012 (edited) Sorry, I mean j.214x. and by j.214x, I mean j214a/b/c. for reference, j.236c>rc>5cc>2cc>6cc>236C>2c>5c (3147) (-32 net heat).. corner of course. It's a good starter, but yeah, when do I find myself doing that? But, that's also why I'd like it to be an overhead. You can only get an IAD off CH 214C, and it has to be an air ender. I rarely use them myself. Edited April 3, 2012 by Errol
BatousaiJ Posted April 3, 2012 Posted April 3, 2012 Oh, got ya. Don't go around just throwing j.214x moves with intent to hit them with it too often though. Most of the time j.214x moves are best used to landing where they're not so you can get to safety. Not to say you shouldn't stuff them in the face with it here and there but you can even get air thrown out of it if you're unlucky and that's really a terrible face palm moment when it happens.
Kiba Posted April 3, 2012 Posted April 3, 2012 (edited) for reference, j.236c>rc>5cc>2cc>6cc>236C>2c>5c (3147) (-32 net heat).. corner of course. It's a good starter, but yeah, when do I find myself doing that? After a j.214D > j.D knockdown in the corner. Better against characters without a DP.A crossup.After j.CC. You can only get an IAD off CH 214C, and it has to be an air ender. I rarely use them myself. Or use 6CC followup instead. Edited April 3, 2012 by Kiba
BatousaiJ Posted April 4, 2012 Posted April 4, 2012 Oh and do we have a section for meter combos in the combo compilation thread? There are some very important combos we'd be missing if we don't.
Errol Posted April 4, 2012 Posted April 4, 2012 I think it's missing the double IAD combo. 3C>5C>2CC>IAD>j.CC>5C>2CC>CCB 3143,37 heat
BatousaiJ Posted April 4, 2012 Posted April 4, 2012 Speaking of meter use combos, lets look at some one charge starter 50 meter combos in the corner that are decent. 22D > 3CC > 6CC > 236C > 5C > 2CC > 236C > 214B > 22B -3774 damage 22D > dash 3CC > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214B > 22B - 3723 damage. 3510 damage for non corner ender with 236B > 214B > 22B finisher. The second one is especially good to know as it will work at midscreen to carry to corner if you dash 3CC correctly(shorten combo for non corner variation meaning no 5C > 2C pick up). Both combos should work on everyone unless I'm missing something. In the unblockable 22D thread, I mentioned that people are more likely to fall for unblockables at midscreen rather than corner because since that's where it's most deadly to get hit by but with 3CC combo extenders, even a midscreen unblockable 22D can end up in 3.5k+ damage and full corner carry. These two and and the while crouched 5A > 5BB > 3CC > RC stuff I posted previously are well worth knowing so put them in the thread if you've got the space.
Kiba Posted April 4, 2012 Posted April 4, 2012 (edited) Midscreen 2 charge combo: Throw > 236D > Dash 5C > 2CC > 214D > 6A > 5C > 2C > 236B > 214B > 22B (2.8K) 1 charge corner combo: 3C FC > 6CC > 623C > j.236A(w) > j.214D > j.D > j.C > Dash 5C > 2CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B (4.1K, 48 heat gain I think) I'll double check when I can. 1st combo is 31 heat. Second is definately 48. Edited April 4, 2012 by Kiba
Errol Posted April 6, 2012 Posted April 6, 2012 (edited) Mugen combos do a good 300 less on Noel. That's annoying. i.e. the aura hit only does a few hits. no good 6a mugen combos in the combo compilation. corner. 6a>5cc>mugen>623d>j.236d>j.214d>6cc>236c>5c>2c>BBB. ~3900. start 50 heat, end 39. need 44 at start to do. Edited April 6, 2012 by Errol
Kiba Posted April 7, 2012 Posted April 7, 2012 214A CH > 6CC > 214D > 5C > 2CC > 236B > 214B > 22B 2329 Damage, 28 Heat gain. The damage will be a little higher with 214B/C
pktazn Posted April 19, 2012 Author Posted April 19, 2012 How do you keep the j.BB > j.C > dash 5C loop going? Though I suppose the better question is how many times can I do the loop before it will automatically drop or I can't do anything safely afterwards. I can get one-two repetitions of it but then it'll drop right before I go for it a third time so is two, or maybe three, the max you can do it? I know the hitbox has to be big enough and I've been practicing it on Tager, Relius, and Hakumen. I was able to get it to work on Litchi as well but decided to practice on the bigger hitboxes and work downward.
Kiba Posted April 19, 2012 Posted April 19, 2012 How do you keep the j.BB > j.C > dash 5C loop going? Though I suppose the better question is how many times can I do the loop before it will automatically drop or I can't do anything safely afterwards. I can get one-two repetitions of it but then it'll drop right before I go for it a third time so is two, or maybe three, the max you can do it? I know the hitbox has to be big enough and I've been practicing it on Tager, Relius, and Hakumen. I was able to get it to work on Litchi as well but decided to practice on the bigger hitboxes and work downward. Be sure to input j.9B and also make sure to do dash 5C otherwise you may fall into the case where the j.9B followup will whiff. The maximum loop is 2, though if the combo started with a normal with low P1 such as 2A, I presume you'll only be able to do the loop once. You definately have a good way of practicing the loop. The loop is also quite iffy to do on Jin. For example, 5BB > loop works, but in order to get 5C CH > loop to work on Jin, you'll need to delay the j.B slightly.
BatousaiJ Posted April 19, 2012 Posted April 19, 2012 The best time to use that loop is against Tager though because even when the string ends due to proration, you've just got him in another blockstring without having to fear a whiff or something. It also works pretty well against Valk and Haku but outside of those three, I tend not to use it all that much.
pktazn Posted April 19, 2012 Author Posted April 19, 2012 (edited) Ok, so I should stop trying to be fancy and attempting to do more than 2 repetitions~ Thanks :D EDIT: Haha, didn't see your post J since we posted at the same time. I initially wanted to learn it because it looked fun. I'll keep that in mind as well, thanks~ Edited April 19, 2012 by pktazn
Velvien Posted May 1, 2012 Posted May 1, 2012 Been a while. Dunno how useful this one will be, but...oh well. (corner) CH j.214A/B > 3CC > rapid 6CC > 623C > j.236A(whiff) > j.214D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B Does 5.8K with about 26 meter gain after the rapid. The j.214x needs to hit pretty low, though.
Kiba Posted May 1, 2012 Posted May 1, 2012 You could probably use TK214A/B too, but I mean, the likeliness. Thanks a lot Velvien. Post more btw and stop laughing behind your chair.
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