Orrax Posted July 17, 2013 Posted July 17, 2013 2369H is the way to go. Usually the only time I miss that input is if for some reason I'm not holding down correctly (and hence get 369H) or somehow skip the 6 (and get 239H).
Kikuichimonji Posted July 17, 2013 Posted July 17, 2013 How do you do 2d, Bandit Revolver RC, air dash Sidewinder without getting Volcanic Viper?
VR-Raiden Posted July 17, 2013 Author Posted July 17, 2013 (edited) 2369H is the way to go. Usually the only time I miss that input is if for some reason I'm not holding down correctly (and hence get 369H) or somehow skip the 6 (and get 239H). Thanks I'll try doing 2369H for that then. I'm getting super jumps sometimes but it's coming out at least. What is it that causes a super jump rather than a normal jump? EDIT: wow, this isn't as hard as I was making it out to be, I can kinda do it consistently already. Not getting super jumps often now, I imagine it has to do with doing it too fast or something. How do you do 2d, Bandit Revolver RC, air dash Sidewinder without getting Volcanic Viper? You can do it as BR(RC) > 2366H, basically like doing a dash special but in the air. What combo are you using it for though out of curiosity? The only time I airdash after BR is on Potemkin (2D > BR(RC) > airdash j.D > SW) Edited July 18, 2013 by VR-Raiden
Orrax Posted July 18, 2013 Posted July 18, 2013 Thanks I'll try doing 2369H for that then. I'm getting super jumps sometimes but it's coming out at least. What is it that causes a super jump rather than a normal jump? EDIT: wow, this isn't as hard as I was making it out to be, I can kinda do it consistently already. Not getting super jumps often now, I imagine it has to do with doing it too fast or something. Yes, it does have to do with how fast you do it. Usually when I input the TK, it's after 2H, so I hold the 2 from the 2H and then do 369H. That should stop any super jumps from coming out because the super jump is from not leaving enough time between pressing down and jumping, and holding the 2 extends that time a bit.
Kikuichimonji Posted July 18, 2013 Posted July 18, 2013 (edited) You can do it as BR(RC) > 2366H, basically like doing a dash special but in the air. What combo are you using it for though out of curiosity? The only time I airdash after BR is on Potemkin (2D > BR(RC) > airdash j.D > SW)I just need a basic combo off non-CH sweep so I can convert into some damage with something like 5k -> 5s -> 2d. So do you just do BR RC -> Sidewinder? If the sweep hits from far away, that combo seems inconsistent. Also, how do you convert from random raw Gunflame hits if you didn't FRC? Dash 5k? For 2H fj.SW when I try 9236H, I get VV as you'd expect, so then I try 91236H but I don't get SW out fast enough. Is doing it as 2369H any easier? Wondering what people think is easiest way to do it, seems like it'll take me some grinding in training to use it either way though.You can actually put in your jump direction as soon as you hit 2h, I believe. It's just that if you go from say 2 to 9 and then go to 8, you'll get a neutral jump. I don't think you should be getting VV there, unless you are hitting 6 somewhere? Anyway, if you hit 9 fast enough, you can do the 236S later and the game's already forgotten the 9. I personally prefer to do 2(hs)9,236s. Edited July 18, 2013 by Kikuichimonji
VR-Raiden Posted July 18, 2013 Author Posted July 18, 2013 I just need a basic combo off non-CH sweep so I can convert into some damage with something like 5k -> 5s -> 2d. So do you just do BR RC -> Sidewinder? If the sweep hits from far away, that combo seems inconsistent. Also, how do you convert from random raw Gunflame hits if you didn't FRC? Dash 5k? Yeah off the top of my head, on everyone but Pot and Johnny you can just do 2D > BR(RC) > SW. (on Johnny doing an immidiate j.H(1) before the SW works, on Pot airdash j.D) You can also choose to 2D BR(RC) > j.S > dj.D > SW for a little extra damage on non-lightweights. After the BR(RC) you have plenty of time to delay to get close enough for the SW though, if you hit close enough that BR connects you should always be able to get SW. As for non-CH GF, some examples on Sol at starting position: If they get hit really close you can link j.P/j.K/5K/2H to start a combo example: close GF j.P SW > (walk back) c.S 2H jS SW > nj.S SW > BR If they get hit farther out, dash j.P/j.K/j.S. example: far GF dash j.K j.S dj.H(1) SW > bj.S dj.H(1) SW > sj.S j.H VV knockdown Or from far you can also IAD j.K > j.D > j.BR > land 5K link, assuming you got close enough for the BR to connect. example: far GF IAD j.K j.D j.BR(2) > 5K(1) j.P j.K SW > dash 2H j.S SW > 2H BR
Final Ultima Posted August 7, 2013 Posted August 7, 2013 (edited) With AC+R now out on the Japanese PSN release, I've had the chance to mess around with a few things and it has come to my attention that there's another change not reflected in the frame data. FB Sidewinder has higher GB- than a regular Clean Hit Sidewinder. It would appear to have a GB- of 20, the same as 5D. Not an error so much as an omission, as the AC+R frame data did not include TG, GB+ or GB-. Edit: Actually it seems that several of the GB+ figures have been changed, maybe even GB- too, although that's harder to test due to min and max Guard Balances altering the amount of GB- a move has. Oh boy. Edited August 7, 2013 by Final Ultima
VR-Raiden Posted August 7, 2013 Author Posted August 7, 2013 Thanks FinalUltima Now that its finally out let's all work on making a quality list of combos!
Kaizen Posted August 8, 2013 Posted August 8, 2013 So according to the wiki (which is probably based off of the +R patch translating moves, finally), Grand Viper is actually called Ground Viper. There is no God.
VR-Raiden Posted August 8, 2013 Author Posted August 8, 2013 So according to the wiki (which is probably based off of the +R patch translating moves, finally), Grand Viper is actually called Ground Viper. There is no God. Wait what, that actually...makes more sense WHO AM I!? I just don't know any more
Kaizen Posted August 8, 2013 Posted August 8, 2013 This never happened. I will always scream SPECIAL ATTACK GURRRRRAAAAAAAAANND VAAAAIIIPAAAAAAAAA
Final Ultima Posted August 8, 2013 Posted August 8, 2013 (edited) Huh. You'd think that if it was meant to be Ground, they'd have just written it as グラウンド (guraundo) instead of グランド (gurando) and spared everyone some confusion. Edited August 8, 2013 by Final Ultima
Notwhoyouthink Posted August 9, 2013 Posted August 9, 2013 (edited) Got to fool wtih sol for about 10 mins today... Just to reconfrim what i said earlier, you can combo to dragon install. After words im not sure what does more damage doing his new air special over and over again, or dust, air special loop. Air special seems to have a pretty huge damage buffer on it so might be better. Also you can get just clean tiger knee dragon install speicals over and over again. However vs heavier characters you must do the non smoke jump version EACH time for it to combo or else it will drop so probably not terrible realstic vs them. But still possible. You can get double power dunks... Comboing after tryant rave is still pretty realsistic that ive tried, not sure why the japanese drop it so much. Im guessing your about +5 or 6 after it normally with of course that number dropping of course with how long the combo is. But still deffintly doable. Also you can actually set up the tryrant rave to hit late pretty easily to get more of a advantage. F+p combos to mid screen grand vipers do seem to be easier.. You can grand viper after regular super pretty easily. Doesnt look like you can get more then 3 loops of dust loop sadly. Quite a bit more timing then old games too. Also back to dragon install combos linking into is much much easier then frame data would have me belive im wondering if its much much faster then let on now. Im wondering if there is even a bit of the old school bug of supering at certain times make it so opponents can nolonger tech going on that use to work in the older games, and AC to a certain very small extent. Ill probably come out with combo videos for the game in the very near future as soon as I can sit down a bit more with it and get to work. Edited August 9, 2013 by Notwhoyouthink
VR-Raiden Posted August 9, 2013 Author Posted August 9, 2013 (edited) Ill probably come out with combo videos for the game in the very near future as soon as I can sit down a bit more with it and get to work. Awesome looking forward to it. I'm planning to make some vids too, mostly of simpler combos for now. EDIT: this is a simple f.S combo using Fafnir RC, stable and works on most of the cast http://www.youtube.com/watch?v=LPk9iPFuLNw&hd=1 also updating the video thread shortly, thanks again Orrax Edited August 9, 2013 by VR-Raiden
iora Posted August 9, 2013 Posted August 9, 2013 grand viper's true name is the sound of buttons and the stick. no amount of tv volume can overshadow the mash.
Final Ultima Posted August 10, 2013 Posted August 10, 2013 (edited) Alright, the correct GB+ and GB- values are now up on the wiki. For those who wish to know the changes:- 6HS: GB+ down from 20x2 to 10x2[20x2]. j.K: GB+ down from 6[10] to 5[8]. j.S: GB+ down from 10 to 8. j.HS: GB+ down from 10x2 to 8x2. j.D: GB+ down from 14 to 11. Aerial Volcanic Viper (DI) - GB- down from 7x3 to 7,6x2. Ground Viper - GB- down from 1x6,7x2 to 1x6,7,6. Bandit Bringer - GB+ down from 20 to 15. Sidewinder - GB+ down from 20 to 15. Fafnir - GB+ 14, GB- 10 Slam (during DI only) - GB+ 8, GB- 20 Tyrant Rave - GB- up from 3x4 to 7x4. FB Sidewinder - GB+ 15, GB- 20 Edit: I haven't tested tension gain values yet, but I'll probably look into it eventually if someone else doesn't. Edited August 10, 2013 by Final Ultima
VR-Raiden Posted August 10, 2013 Author Posted August 10, 2013 (edited) Updated the first post of the video thread with all the videos posted so far, a lot more footage of some match ups that were previously lacking. EDIT: started adding combos to the first post of the combo thread, any help with confirming character specific ones, improving combos, or suggestions on format is welcome. Edited August 10, 2013 by VR-Raiden
Notwhoyouthink Posted August 10, 2013 Posted August 10, 2013 tried a bit mroe stuff with him and yea wow combos with ex side winder do WAAAAY less damage then if you just did a regular side winder. Also the one untechable OTG combos with grand viper etc still work. And funny enough seems easier to combo after tyrant rave after the normal faf then ex. Simply beacuse ex doesnt move you as close to the the opponent so in long combos you might not be up in the opponents junk enough to link a attack after words where as with the regular one you ususaly always are.
VR-Raiden Posted August 14, 2013 Author Posted August 14, 2013 (edited) I added a section to the top of the Video Thread for Combo/Strategy videos, I plan to make some more soon and hope others can contribute as well. EDIT: added this to the first post of the video thread, shows some corner 2K 2D FB Fafnir combos: http://www.youtube.com/watch?v=7Z1YK_PFXPU&hd=1 Edited August 15, 2013 by VR-Raiden
NukleuZ Posted August 15, 2013 Posted August 15, 2013 (edited) corner 2K 2D FB Fafnir combos: http://www.youtube.com/watch?v=7Z1YK_PFXPU&hd=1 Subbed, hopefully these will keep coming? I've only been joking around with DI combos so far :/ Try some real combos this weekend LOL EDIT: Wow, you can run really far on a clean BB and still get j.D loops... Starting position; GF-frc, BB, run really deep, 2HS/5HS, j.D, j.D and do whatever you want in the corner Edited August 20, 2013 by NukleuZ
Notwhoyouthink Posted August 22, 2013 Posted August 22, 2013 (edited) Been taking me awhile to get to doing a video just busy with real life stuff doctors etc.. Plus having a hard time finding anything which I think is actually cool... A few random notes though it is possible to get 4 dust loops. Also im wondering if in this game if you start getting that almost instant tech a little faster. I can still do the same untechable OTG combos. But im trying to do some longer combos into f+p and they just seem to tech right after the f+p really early much earlier then I expected. Usualy you can get a little farther down before nothing works but deff seems I need to end combos even quicker then I was orginalyl expecting. Also combos with lots of pwer dunks dont seem to be that great either cuz it seems generaly in all these situations you can just do a regular just jump side winder which does more damage. Also for a variation of the old untechable OTG combos that I use to show you can do combo to knock off wall, 2X dust loop, dust side winder, jump s, side winder, jump s, hs, side winder, f+p then wahtever yadda yadda same ol' thing. Does around the same damage that I recall though still as just doing the regular version. But fun to do something diff sometimes I guess. Edited August 22, 2013 by Notwhoyouthink
Notwhoyouthink Posted August 25, 2013 Posted August 25, 2013 http://www.youtube.com/watch?v=pAg2i...ature=youtu.be just so you guys know I still do plan on making a video... eventually lol
Orrax Posted August 25, 2013 Posted August 25, 2013 Nice, I look forward to it. Also, your link seems to be broken on this page, but the one in the video thread works fine.
iora Posted August 29, 2013 Posted August 29, 2013 soooo.... lets say i catch a jump out with 5k and i go 5k 2h jc j.d dj 236d how do i pick that up? they land in a goofy spot and can tech JUST above the ground. whiffed 2s going for that, and i only got it a few times in a casuals session.... so..... no idea.
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