Synthesis Posted March 13, 2012 Posted March 13, 2012 And now I'm going to ask another random question about this combo: In corner: 5C 236B 5C 2C 214C 6C 22C 6A 22C 6A 6C j.236C j.C 6A 236B What difficulty would you rate this combo in her bnb repertoire? How neccessary is it?
Cirno Posted March 13, 2012 Posted March 13, 2012 Relatively simple once you have 6A > 22C down. This variation gives 2 more meter and a negligible amount of extra damage (about 12) than the other, perhaps slightly easier variation (5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A > 6C > 22C > 5C > 6A > 236B). At least one of these is necessary to know, as any other variation will likely net you much less damage or oki opportunity.
Synthesis Posted March 13, 2012 Posted March 13, 2012 (edited) Mmkay, because as I was practicing it, the opponent was always able to tech before the last 6A at the end after j.C. I think I landed the whole thing once after an hour of grinding. Might try one of the easier derivatives. Isn't this combo character specific as well? EDIT: Thanks! That 6A 6C 22C derivative is much easier to do on more of the cast. Got it down to muscle memory after about 10-15minutes. Thanks! =D Edited March 13, 2012 by Synthesis
SoWL Posted March 14, 2012 Posted March 14, 2012 5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A > 6C > 22C > 5C > 6A > 236B Is this combo Extend-exclusive? I'm still waiting for my copy, so I decided to try it out in CSII, but the training dummy always recovers right before the last Mami.
Moy_X7 Posted March 14, 2012 Author Posted March 14, 2012 It is, 6C has repeat proration in CSII, thus ruining the combo.
SoWL Posted March 21, 2012 Posted March 21, 2012 5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A > 6C > 22C > 5C > 6A > 236B Another question about this combo: it seems that my timing is off, since the enemy recovers before the second 22C, but when I try to delay any moves, the combo just falls apart. And I can actually land that 22C in CSII. What am I doing wrong?
Moy_X7 Posted March 21, 2012 Author Posted March 21, 2012 Those multiple 22C combos require extreme precision after the second 22C. I don't know what to tell you other than to practice it rigorously until you can nail it frequently. Try doing it when Platinum is at the highest point from 6C or a little before that.
Dai_Loli Posted March 24, 2012 Posted March 24, 2012 What's a good way to capitalize on a 236A Fatal Counter? Sort of not motivating to try and place the FC when you don't know how to follow-up with it.
Moy_X7 Posted March 24, 2012 Author Posted March 24, 2012 (edited) If you have the Pan, the Bat, the Hammer, or Missiles as your next item and you have the meter, then you can get some pretty good damage off of it. Example: 236A FC > 66 5B > 5C > Miracle Jean (Bat) > 66 5C > 5D > 66 j.C > j.D > 66 2C > 236B > 6C > j.236C > j.C > 22C > 6A > 6C > 22C > 5C > 6A > 236B I guess I should work on 236A FC combos as most people don't know what to do after them. I should have a few decent combos within the next hour. Here's a meterless combo from mid-screen using 236A FC: 236A FC > 66 5C > 6A > 6C > j.236C > j.C > 66 5C > 236B > 66 6C > j.236C > j.C > 22C > 6A > 6C > 22C > [Combo Finisher 1] (4182/48) ... and one for close to the corner and in the corner: 236A FC > 66 5C > 236B > (66) 5C > 2C > 214C > 5D (Item Equip) > 6C > 22C > 6A > 22C > 6A > 6C > 22C > [Combo Finisher 1] (4733/47) I'm glad that Platinum doesn't have like a million variations to each starter just because you're a step or two off the optimal distance like Jin does >_> Edited March 24, 2012 by Moy_X7
Dai_Loli Posted March 25, 2012 Posted March 25, 2012 Amazing, so a simple dash 5C links to the pain and the idea is to just do the first hit, land and continue, good to know. I'll have to try and practice these.
Moy_X7 Posted March 25, 2012 Author Posted March 25, 2012 Updated and revised the entire combos from mid-screen section to make it easier on the eyes. I also added and replaced some combos along the way.
Urichinan Posted April 5, 2012 Posted April 5, 2012 Corner back throw combos with items: (Bat) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5C > j.D > > 5C > 5D > 5C > 6A > 236B (4082 DMG, 47 MG) (Hammer) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5C > sj.B > j.C > dj.C > j.D > 5C > 6A > 236B (4195 DMG, 53 MG) (Pan) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5D > [Combo Ender 2] (3947 DMG, 44 MG) These are the best I could come up with, I feel like there's a better Pan combo, but I don't have to time to piddle around with it at the moment.
Charranger Posted April 7, 2012 Posted April 7, 2012 I just can not get used to this kind of notation, but I wanted to thank you guys anyways- the information in here is gold.
Dai_Loli Posted April 19, 2012 Posted April 19, 2012 [standing Opponent] 5A > 5C > j.C > j.2C > 5A > 5C > j.C > j.2C > 5A > 2B > 5B > 5C > 3C > 22C** (2533/33) All my life, I was waiting for this combo to exist, and I didn't know it. Also, cannot wait for more item combos!
Yggjrasil Posted May 7, 2012 Posted May 7, 2012 (edited) F.Pan Combo off of Instant overhead j.B needs 2+ item stock for this combo. [standing or Crouching] j.B > 5C > j.D > IAD j.C > 22C > 5C > 236B > 6C > 22C > 5D > 2C > 22C > [Combo Finisher 1] = 4409 Damage, 44 Heat. with [Air Combo Finisher] (j.B > j.C > j.B > j.C > 236Axxx) its 4728 Damage and 48 Heat. Edited May 7, 2012 by Yggjrasil
Moy_X7 Posted May 7, 2012 Author Posted May 7, 2012 I almost forgot about instant overhead against Tager and fuzzy j.B. I'll have to add this combo and go back to the thread and add rising j.B combos to every section.
suna19 Posted May 9, 2012 Posted May 9, 2012 is that first 5C supposed to be j.C or do you really have that much time after the j.B?
excelence Posted May 9, 2012 Posted May 9, 2012 Instant overhead from Swallow Moon, you land immediately after J.B hit.
Moy_X7 Posted May 9, 2012 Author Posted May 9, 2012 is that first 5C supposed to be j.C or do you really have that much time after the j.B? It's a 5C, you should always go for 5C after a TK Swallow Moon height j.B or after a j.B CH.
suna19 Posted May 9, 2012 Posted May 9, 2012 oh yeah, that way. but then someone mentioned a fuzzy guard j.B and i got that in my head. so i was thinking of a rising j.B, not a swallow moon
Moy_X7 Posted May 10, 2012 Author Posted May 10, 2012 F.Pan Combo off of Instant overhead j.B needs 2+ item stock for this combo. [standing or Crouching] j.B > 5C > j.D > IAD j.C > 22C > 5C > 236B > 6C > 22C > 5D > 2C > 22C > [Combo Finisher 1] = 4409 Damage, 44 Heat. with [Air Combo Finisher] (j.B > j.C > j.B > j.C > 236Axxx) its 4728 Damage and 48 Heat. I found a slightly better alternative: [TK Swallow/CH] j.B > 5C > j.D > 5C > 236B > 66 6C > j.236C > j.C > 22C > 6A > 6C > 22C > 5D > [Combo Finisher 2](4383/50) 26 less damage in exchange for 6 more Heat. Sounds good to me lol.
Zettasho Posted May 31, 2012 Posted May 31, 2012 I recently used part of this frying pan combo for Platinum corner combo though: 2A>5B>5C>Mami Circular>5C>5D>J.C>J.D what else can I follow up afterwards and I'm also having trouble connecting 22C after 6C after I use 214C
Moy_X7 Posted May 31, 2012 Author Posted May 31, 2012 You actually wanna do 2A > 5C > j.D > AD > j.C > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5A > 5D > 5C > 6A > 236B (3104/42) 3.1K damage off a 2A sounds pretty good to me lol. As for doing 6C > 22C, check out the video guide I made:http://www.youtube.com/watch?v=oah71V6nPk0 It may or may not help at all lol.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now