Skeith91 Posted April 2, 2012 Posted April 2, 2012 (edited) If you delay the 6C just right, then you'll be able to do the 5B pick-up. Time it too late and you'll only be able to pick it up with 5A. The entire, correct version of that combo looks like 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > Specific Ender The part in red is wrong because the sj.D won't connect in this combo. Instead, you have to do j.D > land > 5B...etc Edit: accidently hit edit on your post, disregard. Edited April 3, 2012 by Moy_X7
Jyosua Posted April 2, 2012 Posted April 2, 2012 The part in red is wrong because the sj.D won't connect in this combo. Instead, you have to do j.D > land > 5B...etc Yeah, I noticed that too, but I thought I was somehow wrong.
xlolxlolx Posted April 2, 2012 Posted April 2, 2012 o_O? sj.d connects, but 3c won't after 5b hurrdurr
Jyosua Posted April 2, 2012 Posted April 2, 2012 I think he meant the sj.D connects (because it does for me), but the AD > j.2C > j.C segment does not.
vanfleihight Posted April 2, 2012 Posted April 2, 2012 http://www.youtube.com/watch?v=ntMBONotfro The airdash link is tighter than other combos. Doing the 2nd hit of 5B at the end makes the combo drop. 214C doesn't combo here period.
Skeith91 Posted April 2, 2012 Posted April 2, 2012 Sorry my mistake anyway doing normal j.D land 5b,2b,5c,3c, 214C deals 4005 damage and 2*(214A) deals like 3.9k damage which is better
Jyosua Posted April 2, 2012 Posted April 2, 2012 (edited) Honestly, the way the corner loop section is written, it makes it sound like any ender will work with that combo. That's what I was trying to point out, though I'm not sure if that was Skeith's original intention. @xlolxlolx: Yeah, you're right, my bad. @skeith: 214C for heat and 214A for oki or characters that the 214C ender won't work on. But that's a question best asked in the Jin General thread. Edited April 2, 2012 by Jyosua Herp derp mixed the two up.
TCSyd Posted April 2, 2012 Posted April 2, 2012 (edited) In the corner, 214C is for damage and heat (usually), and 214A is for oki. Note, however, that doing "214A > 214A" will disallow you to crossunder; "214A > 3C > 214A" functions the same as "3C > 214A," but isn't universal. Edited April 2, 2012 by TCSyd
TCSyd Posted April 8, 2012 Posted April 8, 2012 For all you execution freaks that aren't out there, 2B Starter, In Corner, Standing Opponent 2B > 5C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A - [3556 Damage/57 Heat]
TCSyd Posted April 8, 2012 Posted April 8, 2012 (edited) Maybe I just suck, but it's pretty unforgiving on the "66 2C," if you want to be able to 5B pickup. Then again, it's probably much easier on stick. Either way, I posted it for people who can land it consistently. Edited April 8, 2012 by TCSyd
Zeron_X25 Posted April 8, 2012 Posted April 8, 2012 Everything is easier on pad except 1080D and Carl ;_; But yeah the dash 2C isn't that tight of a link.
TCSyd Posted April 8, 2012 Posted April 8, 2012 The problem is inputting "66 2C" as soon and as fast as possible without inputting 3C by accident.
xlolxlolx Posted April 8, 2012 Posted April 8, 2012 not much of a problem on vita pad :o but 214a>dash under 5c>632146d is =/
kirk Posted April 11, 2012 Posted April 11, 2012 (edited) Corner: DP D(2nd Hit) > 66 6C > 214A > 442C > 6C > delay 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 5B > 3C > 214C (5296 DMG / (No Charge)54~60MG[Full Charge]) 2B CH> 6C > 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD j.2C > j.C > 5B > 5C > 3C > 214C (3810 DMG / 56 MG) Edited April 11, 2012 by kirk
Jyosua Posted May 14, 2012 Posted May 14, 2012 Hey Moy in this combo: 6A > RC > 66 5C > 6C > DC > j.C > 214A > (Delayed) DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3780 or 3680/43 or 37~) You can throw in an extra 214A in ender 2 for an extra 1 damage and 2 heat... Iunno if that was left out intentionally though.
Moy_X7 Posted May 15, 2012 Author Posted May 15, 2012 They'll be able tech out in the air after a 3rd 214A, 2 is the max if you want to catch rolls with safe jump sj.2C.
Jyosua Posted May 15, 2012 Posted May 15, 2012 Ah, so it was left out for oki then? Thanks, I didn't know that.
kirk Posted May 15, 2012 Posted May 15, 2012 ^yeah, and lol you could get CH'd out of yer 3rd 214A sometimes :v
Jyosua Posted May 24, 2012 Posted May 24, 2012 Are you sure the damage and heat on this are right? I'm getting 3498 and 53 heat for the 214A ender of this: [D1] 5B > 5C > Sekkajin > 66 6C > DC > j.C > j.214A > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A](3531 or 3466/56 or 51)
Moy_X7 Posted May 25, 2012 Author Posted May 25, 2012 I just tried it and I'm still getting 3466 and 51 Heat.
Jyosua Posted May 25, 2012 Posted May 25, 2012 Oh, I know why. You can actually add the 2B in after the 66 5B for the 214A ender. It does redbeat.
Moy_X7 Posted May 25, 2012 Author Posted May 25, 2012 You don't get the 214A knockdown though, they tech in the air and I already explained what happens there. Come on Jyosua man, you're making me test this stuff again for no reason.
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