Hi I'm Asylum Posted March 19, 2012 Posted March 19, 2012 Ah, so superior corner carry and heat gain. Thanks.
BeaverDeity Posted March 19, 2012 Posted March 19, 2012 It should also probably be mentioned that if an opponent is about to die it might be better to go into the burst-safe option (D swords) just to prevent runbacks.
AchedSphinx Posted March 19, 2012 Posted March 19, 2012 Salty runbacks are the worse. On a side note, I haven't played BB in like two weeks. I'm probably mad rusty.
someonewhodied Posted March 20, 2012 Posted March 20, 2012 So wait, 3C CH is not emergency techable only on the first 4 hits?
toanenadiz Posted March 20, 2012 Posted March 20, 2012 So wait, 3C CH is not emergency techable only on the first 4 hits? No. That is only true for the first 3 hits, not 4.
someonewhodied Posted March 20, 2012 Posted March 20, 2012 And here i was trying to squeeze out that last 60 or so damage in my combos lol
BeaverDeity Posted March 31, 2012 Posted March 31, 2012 Fooling around with some corner combos... So fun. More fun than lagging it up on netplay lol 4.6k (meterless) off of 2B: 2B->3C->214A->236C->44->5C(xN)->6C->236D->214D©->214D->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D 4.9k off of 2147D->RC: 2147D->RC->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->2147D->66->6DD->2DD->j.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D 5.1k (meterless)j.2C to ground confirm: j.2C(xN)->2B->3C->214A->236C->44->5C(xN)->6C->236D->214D©->214D->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D 3.8k (meterless) off of a throw: Throw->4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D 4-5k (meterless) off of 4B(2) (I forgot the exact damage lol but it does around 4 or around 5k I think)(It's just the throw combo without the throw lol): 4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D After experimenting with these and hitting people with them a few times, they just rageburst out of my pressure when I do the Yoshiki setup that could lead into any of these lolol
tuka Posted March 31, 2012 Posted March 31, 2012 (edited) 3.8k (meterless) off of a throw: Throw->4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D 4-5k (meterless) off of 4B(2) (I forgot the exact damage lol but it does around 4 or around 5k I think)(It's just the throw combo without the throw lol): 4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D Don't use 4B twice in a combo, 236C > dash back > 6A > 2C > j.DD... gives better damage. After experimenting with these and hitting people with them a few times, they just rageburst out of my pressure when I do the Yoshiki setup that could lead into any of these lolol FYI, Yoshiki's setup is useless against Platinum's backdash (yes, in the corner) and I'm sure that other characters can backdash it as well. You can delay it but it's risky. Edited March 31, 2012 by tuka
BeaverDeity Posted March 31, 2012 Posted March 31, 2012 Oh, good to know about that 6A thing. I'll revise those combos tomorrow and see the damage/heat gain differences when I'm less tired. Thanks for the tips. = v = But Yoshiki setup is dash-under 2147D© mixup right? Can't you punish the backdash on reaction?
tuka Posted March 31, 2012 Posted March 31, 2012 Since you whiff 2B / 4B(2) / Throw there's no time to punish the backdash, maybe another 2B but it's hard to confirm into something big and not just 2B > 6B > shitty air combo. As I said you can delay your move after the TK feint but I believe it's risky.
BeaverDeity Posted March 31, 2012 Posted March 31, 2012 Oh, yeah punishing after one of those whiffed moves would be hard. I was thinking of just doing 2147D© and sitting there for a sec to see if they backdash, but that kinda defeats the purpose and people probably wouldn't fall for it if they realize you aren't attacking, so I guess that doesn't work. Hmm, I wonder if 2147D©->j.214D->RC->Stuff would be able to punish the backdash. Gotta test all this stuff in the lab... lol But yeah thanks for the info
Emjay Posted March 31, 2012 Posted March 31, 2012 Most of these were already in the vid i made in December http://www.youtube.com/watch?v=ZLD5NMXMv4M 4.6k (meterless) off of 2B: 2B->3C->214A->236C->44->5C(xN)->6C->236D->214D©->214D->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214DCan be extended by 2147D: 2B, 3C, 214A, 236C, dash back, 5C[8], 6C, 236D, 214D~C, 214D, 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 52 hit - 4908 dmg - 68 heat - CORNER - close VID 4.9k off of 2147D->RC: 2147D->RC->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->2147D->66->6DD->2DD->j.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214DCan be extended by 6A, 5C: 2147D, RC, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 6A, 5C[8], 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 50 hit - 5133 dmg - 59 heat - CORNER VID 3.8k (meterless) off of a throw: Throw->4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D Throw, 4B, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3806 dmg - 59 heat - CORNER - close into corner VID 4-5k (meterless) off of 4B(2) (I forgot the exact damage lol but it does around 4 or around 5k I think)(It's just the throw combo without the throw lol): 4B(2)->2147D->5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->hj.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214DI did it with 2DD inbetween, don't really think it gets much closer to 5k without it 4B, 2DD, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3897 dmg - 59 heat - CORNER VID Full transcript: http://dl.dropbox.com/u/19144188/BBCSE_LambdaComboExhibition.txt
BeaverDeity Posted March 31, 2012 Posted March 31, 2012 Most of these were already in the vid i made in December http://www.youtube.com/watch?v=ZLD5NMXMv4M Can be extended by 2147D: 2B, 3C, 214A, 236C, dash back, 5C[8], 6C, 236D, 214D~C, 214D, 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 52 hit - 4908 dmg - 68 heat - CORNER - close VID Can be extended by 6A, 5C: 2147D, RC, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 6A, 5C[8], 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 50 hit - 5133 dmg - 59 heat - CORNER VID Throw, 4B, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3806 dmg - 59 heat - CORNER - close into corner VID I did it with 2DD inbetween, don't really think it gets much closer to 5k without it 4B, 2DD, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3897 dmg - 59 heat - CORNER VID Full transcript: http://dl.dropbox.com/u/19144188/BBCSE_LambdaComboExhibition.txt Wow, you're right. Thanks for the link.. Where has this video been all my life it's so aaaaawesome. (And now I feel really unoriginal lol but that's ok) And will add that extra stuff to the combos, thanks. xD Edit: I think I did put the 2DD into that 4B->2DD thing I just forgot to type it in the post. Sorry about that D;
tuka Posted March 31, 2012 Posted March 31, 2012 TK feint > 5C would be a better choice, it will catch the backdash (some of them leave the opponent airborne and you will get HUGE damage) and give you some safe options on block. In the meanwhile 236D oki is still the way to go.
BeaverDeity Posted March 31, 2012 Posted March 31, 2012 TK feint > 5C would be a better choice, it will catch the backdash (some of them leave the opponent airborne and you will get HUGE damage) and give you some safe options on block. In the meanwhile 236D oki is still the way to go. Oh yeah, 5C airborne nets you like at least 5k. Forgot about that. What's the most damaging meterless combo off of a 5C(xN) airborne confirm? I typically go with something like this: 5C(xN)->6C->236D->214D©->236C->44->4B(2)->2DD->2147D(Not sure if the TK add-on works in this, pretty sure it does though)->66->6DD->2DD->j.c->j.DD->j.2DD->j.c->j.DD->j.2DD->j.214D for around 5k, but I get the feeling there's something better to be doing instead.
tuka Posted March 31, 2012 Posted March 31, 2012 5C > 6C > 236D > 214D~C > 236C > dash back > 2C > 5C > 4B(2) > 2DD > 2147D > 5DD > 6DD > j.DD > j.2DD > dj.DD > j.2DD > j.214D - 5521 damage Improvised in 5 seconds so maybe there's something better.
someonewhodied Posted April 1, 2012 Posted April 1, 2012 (edited) Here is what I would do in the corner (I haven't tested it yet so if someone could, that would be nice) 5CxN (Airhit)>6C>214D>5CxN>6C>236D>214D~C>236C>44B(2)>4~2D>Air Swords> Distortion Ender Midscreen: 5Cx8 (Airhit)>RC>[Optional 6DD depending on opponent height]>2DD>214C>236C>236D>665DD>4DD>4B(2)>6~2DD>2147D>6DD>2DD>Air Swords>Distortion Ender Yes, 4B(2)>2DD>2147D>6DD works midscreen. Your opponent has to be practically above you though. Also I love doing 2 236Cs in a row midscreen on any character. Its hilarious: 236D~C>214C>236C>236C>2DD>Air Ender. Edited April 1, 2012 by someonewhodied
someonewhodied Posted April 1, 2012 Posted April 1, 2012 new 6A (Airhit CH) combo: 6A(Air+CH)>236D(will hit 2 to 4 times only)>662C>j.2DD>j.214D~C>J.5C>2DD>214A>2147D>6A>6C>236C>6DD>2DD>Air Swords>Air Ender. Barely 4K but SOOO worth it.
Overheat Posted April 1, 2012 Posted April 1, 2012 Your combo's are really specific. For X > 2DD > TK > 6DD, it's usually a Dashing 6DD. Doesn't hurt to, in any case. It's possible to do a OTG CH 6A > 236D and have all the hits connect, it's just a matter of space. For Lambda, if something is theoretically possible, it usually is (with maybe some minor adjustments). It's good to know, but most of these are actually already known already.
BeaverDeity Posted April 1, 2012 Posted April 1, 2012 I typically go for 6A(CH)->214D->66->2DD->214A->2147D->6A->6C->236C->Stuff. Those combos sound really flashy though SWD. Gotta try them out :o
tuka Posted April 2, 2012 Posted April 2, 2012 mid screen TK > 66D (character specific) isn't new, CH 6A > 236D isn't new as well and it's impractical to confirm so no one should care about it. Also no offence but all the combos you wrote suck ass. If your'e trying to do something "different" than no one is stopping you fun but it's totally not worth it. Best CH 6A combo is probably CH 6A > Dash 3C > Delay 214A > 236C > 2366D > Dash 214D~C > Dash 5C > 2C > j.DD air combo
AchedSphinx Posted April 2, 2012 Posted April 2, 2012 Hmm, I think I should make a video of every possible Lambda combo from every starter. Could be interesting. Lot of editing though so I'm dreading it :P
Nedel_3773 Posted April 8, 2012 Posted April 8, 2012 (edited) Opponent is very close to the corner: air throw - RC - 214D - 2DD - delayed 6C - 236D - 214D-C - 236C - dashing 4B[#2] - 2DD - TK - (dashing) 6DD - 2DD - air ender. 5.2k with 59 heat gain Currently tested this vs Ragna, Jin, Bang and Lambda. Due to hitbox shenanigans, it doesn't always work on everyone (236D whiffed on Bang and Lambda if they're hugging the wall). I'll make some extensive testing to see on who it works all the time. Edit: When hugging the wall, this combo will work on the following characters: Ragna, Jin, Litchi, Hazama, Hakumen, Arakune, Relius, Mu, Platinum (harder timing) and Valkenhayn. If they're further from it, then standard falling hitbox shenanigans will apply normally (it'll work on Rachel, Bang, etc.). Edited April 11, 2012 by Nedel_3773
toanenadiz Posted April 28, 2012 Posted April 28, 2012 Here are tuka's FC gravity combos. Pretty sure they are the best ones I've seen so far. Best mid-screen FC Gravity combo I have so far - FC Gravity > 236C > 2366D > 214D~C > Dash > 5C > 6C > 5C > 4B > 2DD > 2147D > 6DD > 2DD > air combo with super - (6.8K Damage, 58 Heat) Apparently doesn't work on Tager. V2 Tager Edition - FC Gravity > 236D > 236C > 5C > 6C [Corner] > 5C > 4B > 2DD > 2147D > 5DD > 6DD > 2DD > air combo with super - (6.3K Damage, 56 Heat) Best corner FC Gravity combo I have so far - FC Gravity > 214D > 5C > 6C > 236D > 214D~C > 236C > Dash back > 5C > 4B > 2DD > 2147D > 5DD > 6DD > 2DD > air combo with super - (6.8K, 68 Heat)
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