Kiba Posted January 27, 2012 Posted January 27, 2012 So say that was made as a general rule, would that be cool? It'll make it way easier. Thanks Bat.
BatousaiJ Posted January 27, 2012 Posted January 27, 2012 I don't know, I might have to revolt against the machine and its rules at that point.
Kiba Posted January 29, 2012 Posted January 29, 2012 (edited) And we wouldn't want that now will we? This is my 2 stock (Turns to 3) corner combo off a 22D. 22D - 6CC - 623C - j.236A(w) - j.214D - j.D (for one stock) - j.C - Dash 5C - 2CC - 214D - 6A - 5C - 2C - 236C - 214C - 22B (4.2k) (Or 6A - 5C - 2C - j.C - j.236A - j.214C) The air combo ender can be used to acquire stock faster, and gives you air pressure with an air dash, whilst the former is the normal knockdown. On a side note, for those with really good hitconfirms, j.C CH can go into 3CC for 4.5k +, depending on the position and combo. Edited January 29, 2012 by Kiba
BatousaiJ Posted January 29, 2012 Posted January 29, 2012 Spiffy. I was messing around with using 6A like Ragna's 6B mid-combo before for giggles but didn't find very many practical ways outside of devious emergency tech traps leading to 22D unblockable(they expect it after knockdown but not when they're coming down from the air). I like the j.D > j.C > dash 5C > 2CC stuff but I don't like how character specific it is and end up using the easier variation most of the time with dash 5C > 2C or 5C > 2CC > 22C stuff.
Kiba Posted January 29, 2012 Posted January 29, 2012 (edited) I like the j.D > j.C > dash 5C > 2CC stuff but I don't like how character specific it is I didn't know it was character specific. Which characters don't they work on? Edited January 29, 2012 by Kiba
shad0whiei Posted January 29, 2012 Posted January 29, 2012 Those are neat. I did something in cs2 with a 3cc rapid after a corner 236a(w) - 214d. Is there any use for that or is it kinda a lesser option to something lets say mugen? Just curious was kinda winging it one day doing random stuff, figured I'd ask. Sent from my DROIDX using Tapatalk
BatousaiJ Posted January 29, 2012 Posted January 29, 2012 I didn't know it was character specific. Which characters don't they work on? I think it should work on most characters but there are cases where you have to adjust the timing to make it work making it quite the hassle to use. For example, it feels almost automatic against Relius and then drops often with the same timing against Ragna for some reason. I'll hit the lab later tonight maybe and try to get some more specific data.
Kiba Posted January 30, 2012 Posted January 30, 2012 Those are neat. I did something in cs2 with a 3cc rapid after a corner 236a(w) - 214d. Is there any use for that or is it kinda a lesser option to something lets say mugen? Just curious was kinda winging it one day doing random stuff, figured I'd ask. There is use for 214D - 3CC - RC in the corner as it could get you a ton of damage. Midscreen, your options are a little more limited since it will really resort to an IAD combo really, which can be done without the 3CC RC. It depends whether it's a lesser option too, because it depends on how much stock you'll be using. 1-2 is perfect, but any higher (unless it's 5) may be a waste, unless you're using a really cool combo. I think it should work on most characters but there are cases where you have to adjust the timing to make it work making it quite the hassle to use. For example, it feels almost automatic against Relius and then drops often with the same timing against Ragna for some reason. I'll hit the lab later tonight maybe and try to get some more specific data. Ah right. I see your point. At first I thought you meant it didn't work on specific characters, but that's good to know.
shad0whiei Posted January 30, 2012 Posted January 30, 2012 There is use for 214D - 3CC - RC in the corner as it could get you a ton of damage. Midscreen, your options are a little more limited since it will really resort to an IAD combo really, which can be done without the 3CC RC. It depends whether it's a lesser option too, because it depends on how much stock you'll be using. 1-2 is perfect, but any higher (unless it's 5) may be a waste, unless you're using a really cool combo. Aight. Seems worth messing around with at least. Thanks! Sent from my DROIDX using Tapatalk
Velvien Posted January 30, 2012 Posted January 30, 2012 Would you think it's worth going for the extra charge when there is little difference in the damage and meter gain with the above combo? Honestly, not really, although it does seem to have more untech time. Also, variant on the 2-charge midscreen combo to use against Lambda: 5CC > 623C > j.214B (whiff) > j.C > jc j.C > j.236D > j.214B (whiff) > 6C > 214D > dash under 5C > 2CC > 236C > 214C > 22B. Does just short of 3.9K with 38 meter gain.
Kiba Posted January 31, 2012 Posted January 31, 2012 Aight. Seems worth messing around with at least. Thanks! No probz. Honestly, not really, although it does seem to have more untech time. Also, variant on the 2-charge midscreen combo to use against Lambda: 5CC > 623C > j.214B (whiff) > j.C > jc j.C > j.236D > j.214B (whiff) > 6C > 214D > dash under 5C > 2CC > 236C > 214C > 22B. Does just short of 3.9K with 38 meter gain. I didn't know it had more untechable time. I guess that will be something to look out for then if I have the opportunity. Nice combo too.
Kiba Posted February 4, 2012 Posted February 4, 2012 (edited) 236D > Dash 5CC > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B (2718 Damage, 31% meter gained): You need to delay the j.BB and make sure you're doing a 9 input for the jump. Tager specific, but for everyone else that doesn't have a small hitbox, you use 5C after 236D and not 5CC for 2580 Damage and 29% meter gain. 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C (2713 Damage, 28% heat gained) 236D CH > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C (3531 Damage, 35% heat gained) 6CC > Mugen > 623D > j.236D > j.214D X n You get the heat back to do another DD for like 8.2K if you have 5 stocks. With 4, you can get about 6.4k. Lulz. Repeat proration has nothing on her. Actually looking more into it, mugen is actually, kinda, good....too good... Edited February 4, 2012 by Kiba
BatousaiJ Posted February 4, 2012 Posted February 4, 2012 You get the heat back to do another DD for like 8.2K if you have 5 stocks. With 4, you can get about 6.4k. Lulz. Repeat proration has nothing on her. Actually looking more into it, mugen is actually, kinda, good....too good... I never lead you wrong, baby. Unless I'm giving directions or something.
Kiba Posted February 4, 2012 Posted February 4, 2012 It's just, telling someone is one thing. Having the chance to actually witness it yourself is unbelievable. Now the hard part is whether to continously play the way I am now, or just troll to get 5 stock mugen combos. It's a hard decision.
BatousaiJ Posted February 4, 2012 Posted February 4, 2012 Depends on the match up in my personal experience. Some match ups allow you to get meter/charges easier, other times you'll be fighting to get each charge and have to make them last. Meaning 5 Charge Mugen combo vs Tager, all day.
Errol Posted February 4, 2012 Posted February 4, 2012 Now the hard part is whether to continously play the way I am now, or just troll to get 5 stock mugen combos. It's a hard decision. I already made this decision.. troll for 5 stock mugen.
HajinShinobi Posted February 4, 2012 Posted February 4, 2012 236D > Dash 5CC > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B (2718 Damage, 31% meter gained): You need to delay the j.BB and make sure you're doing a 9 input for the jump. Tager specific, but for everyone else that doesn't have a small hitbox, you use 5C after 236D and not 5CC for 2580 Damage and 29% meter gain. 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C (2713 Damage, 28% heat gained) 236D CH > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C (3531 Damage, 35% heat gained) 6CC > Mugen > 623D > j.236D > j.214D X n You get the heat back to do another DD for like 8.2K if you have 5 stocks. With 4, you can get about 6.4k. Lulz. Repeat proration has nothing on her. Actually looking more into it, mugen is actually, kinda, good....too good... Good stuff. @TheBold: Nigga I told you so~
Kiba Posted February 11, 2012 Posted February 11, 2012 (edited) Heh. Here are some 5 stock mugen combos: 5BB > 5CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6685 Damage] 6A > 5CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6282 Damage] 5CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [7457 Damage] 5C CH > 6CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [8002 Damage] 3C FC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [7004 Damage] 2BB > 5CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6133 Damage] 6CC > Mugen > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [8747 Damage] Throw > Mugen > 236D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236236D [6520 Damage] Or in short: Any hit > Mugen > 3D x3 > 236D > DD They can work either in midscreen or in the corner, but the j.236D > j.214D link doesn't connect against certain characters in the corner. Tager is the biggest culprit, but it also does not work against others such as Bang, Rachel, Arakune and Relius. I think if you'd want it to connect, you'd have to use 2 hits with 623D, but that needs further testing. Also the damage for each combo can be inconsistent depending on how many hits you've used. The heat gained from the 3D hits allows you to use the other DD. Also: 5 stock FC combo: 3C FC > 3CC > RC > 22D (full charge) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214D > 6C > 236236C [5765 Damage] 4 stock FC combo w/o DD: 3C FC > 3CC > RC > 22D (full charge) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > 236C > 214C >22B [5083 Damage, 47% meter gain] Edited February 11, 2012 by Kiba
BatousaiJ Posted February 11, 2012 Posted February 11, 2012 3D Loop works on everyone as long as you use the 2 hit variation. However, it doesn't work sometimes when you're starting off a 6CC or OTG 6C > Mugen. For example, you'd have to go 5C CH > 6C > Mugen > 3D loop and it will work against everyone, including Tager. You can get away with doing 5C CH > 6CC > Mugen against most of the cast if you time it right get added damage. As for the OTG 6C I mean this won't work against Tager and possibly one or two other characters with weird/big hitboxs Corner 22D > 5D > 6C > Mugen > etc etc. Doesn't work against Tager even if you do the 2 hit variation of 623D from what I've seen so in the corner in that situation, you're better off doing regular 2-3 charge combos without Mugen.
Kiba Posted February 12, 2012 Posted February 12, 2012 (edited) Thanks for the clarification Bat. I noticed this combo in this vid. Flashy, but I wouldn't use the bursts, and I'd opt for the normal ender beforehand. Also check out this Edited February 12, 2012 by Kiba
BatousaiJ Posted February 12, 2012 Posted February 12, 2012 Very flashy. Just as impractical as my 11000 damage combo though XD. I like the idea of using j.214D after j.236D > j.214D since it doesn't share the same proration as the j.214D when it goes through the orbs(I'm pretty sure of this?). I haven't used it as an application for combos and there might be some value to that especially in situations in the corner where you already used 22D. Unless you're planning on ending the combo with 236236D with a high charge mugen, it's generally wise to use only one D move in a combo to get the best bang for your...charge and meter.
Kiba Posted February 14, 2012 Posted February 14, 2012 (edited) You're spot on with it. Just to note: 6A FC > 5CC > 6CC > 214D does not work on Jin, Noel, or Lambda. For it to work, use 6C > 214D instead. In the end you're not losing out on that much more damage anyway. Also: 3C FC > 6C > (slight delay) j.CC > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [3438 Damage, 37% Heat gain] PK, I believe you accidentally listed these 2 combos as mugen combos. {FC 3CC > RC > 22D (charged) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > 236C 214C 22B [5083, 47 meter gain]} {FC 3CC > RC > 22D (charged) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214D > 6C > 236236C [5765 Damage]} Edited February 14, 2012 by Kiba
pktazn Posted February 16, 2012 Author Posted February 16, 2012 How fast do you have to input the 623D after activating Mugen? I've gotten it a few times but it's very inconsistent. I know the opponent can move before Tsubaki can so I'm wondering if I have to be closer when I activate it or I'm just mis-timing it. I'm doing (5A) > 5CC > Mugen (one-two bars atm) > 3-D > etc on Ragna.
Kiba Posted February 16, 2012 Posted February 16, 2012 How fast do you have to input the 623D after activating Mugen? I've gotten it a few times but it's very inconsistent. I know the opponent can move before Tsubaki can so I'm wondering if I have to be closer when I activate it or I'm just mis-timing it. I'm doing (5A) > 5CC > Mugen (one-two bars atm) > 3-D > etc on Ragna. The input needs to be quite fast. It's as soon as Tsubaki stops hovering in the air during the animation, lol. You also need to be quite close for it to work otherwise it can whiff. It may just be a mistime.
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