MetalMaelstrom Posted July 2, 2012 Author Posted July 2, 2012 Uhhh, probably not, unless you have 100 meter and 2 gold bursts or something like that.
Shazam Posted July 2, 2012 Posted July 2, 2012 5c(1) > 236236b > 66666666 > 623d > 5a+b+c > 66 > 214d~c > 6c > SLICE AND DICE Please note that this hasn't been tested on anyone and probably won't work at all. Maybe an actual one would involve the side switch 6c into 623d but yeah, I don't really see this happening or ever actually being practical.
_Sey Posted July 2, 2012 Posted July 2, 2012 (edited) http://www.nicovideo.jp/watch/sm18235789 apparently both in BB and P4U once you use more than 10 repeat proration moves, starting from the 11th all the moves with repeat proration will not have that propriety anymore. Edited July 2, 2012 by _Sey
Tong Posted July 2, 2012 Posted July 2, 2012 http://www.nicovideo.jp/watch/sm18235789 apparently both in BB and P4U once you use more than 10 repeat proration moves, starting from the 11th all the moves with repeat proration will not have that propriety anymore. That's pointless if the untechable becomes too low... Even if the 11th doesn't smp anymore, the combo will still be heavily prorated. This could be solved using some Gold bursts, for the sake of testing, around 7 to reset proration. If this is true then we could loop 6C shitload of times.
NoSales Posted July 2, 2012 Posted July 2, 2012 I doubt we could do anything with 6C since it got 4 extra recovery frames in CSE.
Tong Posted July 24, 2012 Posted July 24, 2012 Is the airhit 3C 214D~C specific worth? On who it works? Could only get it to work on Jin. 1 loop must be refrained, but damage is better,
EvilCommie Posted November 6, 2012 Posted November 6, 2012 Been experimenting with 3c/mizuchi ender in corner. Would be grateful if someone could take a quick look and point out any obvious bs. https://docs.google.com/spreadsheet/ccc?key=0Ak9QeXQXerKldFlzb3dCVFd1TW9oUU1EckNwaHRqQ0E Was performed by doing: Zainega(S) > 6c > 665c > 2c > tk.214b > 66 > [5c > 2c > tk.214b] x n > 5c > 2c > 214d~b > 3c > Mizuchi Assuming the first dash takes you as close to your opponent as possible. If there already a similiar list that slipped me by please point me in the direction.
MetalMaelstrom Posted November 6, 2012 Author Posted November 6, 2012 (edited) 1 rep > dash > 3 reps > 5C, 2C, 214D~B, 3C, Mizuchi should work universally in the corner. I'll test it on Tager and Noel right now. Huh, well I'll be damned. At least regarding Tager and Noel, this is true. However, dash 5C Houtenjin works in place of that, if you want the damage. Edited November 6, 2012 by MetalMaelstrom
EvilCommie Posted November 6, 2012 Posted November 6, 2012 I didnt think four reps would work on any character but apperantly it works on tao, haku and arakune, maybe more. (Not tager though) Also could the timing on 214d~b affect if 3c connect?
_Sey Posted November 6, 2012 Posted November 6, 2012 (edited) 1 rep > dash > 3 reps > 5C, 2C, 214D~B, 3C, Mizuchi should work universally in the corner. I'll test it on Tager and Noel right now. Huh, well I'll be damned. At least regarding Tager and Noel, this is true. However, dash 5C Houtenjin works in place of that, if you want the damage. wait wait wait did i miss something? how are you able to combo 3C after 214D~B on Tager? btw I know for a fact that if you substitute 1 hiren rep for 5C jC5 5C 214D~B, 3C Mizuchi will work on a bunch of character from some particular spacing. I'm not 100% sure but I think it was actually necessary to do this vs Lambda to get any kind of consistency with Mizuchi ender. Edited November 6, 2012 by _Sey
MetalMaelstrom Posted November 6, 2012 Author Posted November 6, 2012 No, I was saying "this is true" in regards to evilcommie's table. And I don't think it has to do with height, it's just that 3C's hitbox whiffs on the opponent's hitbox for some reason, at least with Tager and Noel.
EvilCommie Posted November 7, 2012 Posted November 7, 2012 btw I know for a fact that if you substitute 1 hiren rep for 5C jC5 5C 214D~B, 3C Mizuchi will work on a bunch of character from some particular spacing. Tried this from different distances and it seems to be the equivelent of being one-rep-lenght away. It worked on Ragna and Litchi, whiffed on Noel and Tager. But yeah, it should work on the majority of the cast.
Blackwing55 Posted November 25, 2012 Posted November 25, 2012 (edited) Hey I have two combos to help alleviate corner pressure (Haz In corner) (S) 214D-B 6D, 6D, 623D, 5C, 6C, dash 2C, j5C(5), 2C, 4D, j2C, j5C(5), 214B This does 3140 damage and gives 68 heat And 214D-B 6D, 6D, 623D, 5C (Only the first hit otherwise they tech) 6C, dash 5c, j5C(5), 2C, 623D 2308 damage and 52 heat gain These combos are for use when the opponent is grounded if there in the air you could go for one 6D or straight into hungry coils for more damage. What do you think? Edited November 25, 2012 by Blackwing55 Clarification
Tong Posted November 25, 2012 Posted November 25, 2012 Thanks for the contritbution! However, these combos are kinda... outdated. 6D has same move proration, and so, decreases damage and hitstun by a great deal. Hirentotsu loop is the way to go, you can fit at least 3 in a combo. You get better damage, better heat gain, and better Oki if you finish with 214D~B. I can't check damage right now, but these would be better options: CH 214D~B 6D 623D dash 5C(1) 6C dash [5C delay 2C j.214B]x3 5C 2C 214D~B Try it
hipikachu Posted December 1, 2012 Posted December 1, 2012 (edited) @Blackwing, we went over this on PSN -_- I just sent you a message regarding my personal high damage combo fillers aside from TK loops check those out. @Tong, true, for optimum damage you can just loop to your hearts content, but not everyone picking up Haz can do that, especially the dashing variation. I personally go for CH 214D~B>623D>5C(1)>6C>66>2C>5C>6D>4D>623D>[5C>2C>j.214B]>5C>j.5Cx5>5C>214D~B>3C if I remember correctly. However, I only do this for style. It easily whiffs on murakumo units, makoto and especially friggin tsubaki. Damn those amazing thighs. CH 214D~B >66D>623D>66>5C(1)>6C>[5C>2C>j.214B]x2>j.5Cx5>5C>214D~B>3C is what I would usually go for, in terms of practicality. Anyone come up with a way to Mizuchi Tager? Or even better, a universal Mizuchi link in the corner? Thats my current goal. Edited December 3, 2012 by hipikachu
maximummcnugget Posted December 3, 2012 Posted December 3, 2012 @hipikachu aw snap another Jersey player coming out of the woodwork.
hipikachu Posted December 3, 2012 Posted December 3, 2012 (edited) @maximummcnugget Another? I would be overjoyed to have a local BB scene. But NOOO, I'm stuck in a neighborhood ruled by Call of Duty, filled with people who think SSBB is a competitive fighting game, and others who think Fairly Odd parents is an anime. I play on Vita, so I appreciate anyone who speaks english and has anything over one connection bar with me. Edited December 3, 2012 by hipikachu
Blackwing55 Posted December 9, 2012 Posted December 9, 2012 (edited) Pikachu this is for when the opponent is at a distance when hungry coils will put you at a position were 5c will whiff because they will tech before your hit which is why two 4D's were required To put a distance between you and your opponent so you can connect 5C and where one 4D wouldn't cut it other wise heading to straight to hungry coils would be the most obvious answer. These combos are when the frames aren't on your side of course there probably is a better one but the examples you gave me don't fit the timing and I'm unfortunately to poor at the tk loop to find a better one. Edited December 9, 2012 by Blackwing55
hipikachu Posted December 10, 2012 Posted December 10, 2012 (edited) @Blackwing, well frankly, I delay my 623D cuz CH 214D~B has hell long of an untechable time, and I can afford to let them fly a bit farther before reeling them in. Second, if you can't connect 6D>4D>623D, you need to delay 6D, 4D, or 623D -_-. I don't care how close they were when 623D connected, 66>5C should have the exact same startup time as a normal 5C if you buffered in the dash correctly during the 623D. Therefore, if standing 5C can connect, than 66>5C definitely can. How do you think dashing TKs are performed? Another thing is thats why I put the TK Loop in brackets, because they're optional. The TK loop is an extension, not a necessity. I already showed you the wonders of a non-TK loop combo in the corner that even works on Tager. Check your messages. Speaking of messages, I put two non-TK loop combo fillers there for your enjoyment. Have fun with those Edited December 10, 2012 by hipikachu
hipikachu Posted February 15, 2013 Posted February 15, 2013 (edited) Anyone have any idea whether 4B+C>214D~D>sjc.6D~D>66C>5C>stuff still works or not in Extend? 4B+C>214D~D>jc.6D~C>5C>stuff seems to do just fine, but the j.6D>66C link doesn't seem to feel anything like its CS2 counterpart. There seems to be a good lack of backthrow combos here. And just when we actually found a use for 214D~D in combos too... I also hate how 6C has become a followup move to 214D~C rather than its own move. There's really no purpose for it outside of the one time it's used in our BnBs. At least it's not as bad as our CS1 counterpart... Edited February 15, 2013 by hipikachu
AMB Bakery Posted February 15, 2013 Posted February 15, 2013 (edited) 6C in CS1: no use except for breaking primers. 6C in CS2: COMBOS SO MUCH DAMAGE WTF AAAAAA 6C in EX: repeat proration ;_; 6C has never really been it's own move, but considering how many fucking good normals Haz has already, I think it's okay that 6C is just combo fodder. But yeah, I can see why you're depressed about 6C suffering the fate that it has. I'll be glad when TK loops aren't optimal anymore (and instead optimal just basically becoming CS1-style j.C x 50 and CHAINS again). as for backthrow combo, it's in the list. 4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B# Damage: 2913, Heat Gain: 364B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3204, Heat Gain: 474B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B* Damage: 3220, Heat Gain: 49 Edited February 15, 2013 by AMB Bakery
E-W-G-F Posted February 15, 2013 Posted February 15, 2013 I was sort of salty too that 6C got axed from CS2, but there are a couple DPs that can be punished on block with CH 6C. Just knowing those makes it actually gravy in those few situations where you can get like an easy 8k.
EvilCommie Posted February 15, 2013 Posted February 15, 2013 There's really no purpose for it outside of the one time it's used in our BnBs. I still use 6c for frametraps and resets though, with varied success.
hipikachu Posted February 16, 2013 Posted February 16, 2013 as for backthrow combo, it's in the list. I know about those, but I'm wondering whether the 214D~D>j.6D~D>66C link is still valid or not. Basically, I want to throw a 66C somewhere in there, like we did in CS2. The link itself greatly resembles the latter part of our CS2 BnB, so why can't that work instead? I was sort of salty too that 6C got axed from CS2, but there are a couple DPs that can be punished on block with CH 6C. Just knowing those makes it actually gravy in those few situations where you can get like an easy 8k. Ummm...how? CH 6C rarely ever links into 214D~C, and dash canceling Jayoku won't help too much, considering that after you catch them with 214D~C, reapeat proration won't allow you to followup with 6C.
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