Kiba Posted September 5, 2012 Author Posted September 5, 2012 kiba, you should add rising j.b as a combo route since you can do rising j.b j.a j.c stuff outside of 5d. it's much better than doing an air combo too. you can just add rising j.b j.a j.c 2a 5b 5c 2c b.bufu (b.bufu j.c) or 236 ab) for now. but i'm pretty sure a garu rep can be done on normal/ch, definitely fatal. I read a post by Synthesis that the combo is suboptimal. Is the combo hard? How much damage does the B.Bufu x2 > j.C ender deal? I left the air combo there to give an easy route for beginners, or for those who find the alternative combos hard.
xlolxlolx Posted September 5, 2012 Posted September 5, 2012 its pretty easy to do and you should do it for far 5d and j.d catches cuz it does like 3.4 or 3.5
Synthesis Posted September 6, 2012 Posted September 6, 2012 its pretty easy to do and you should do it for far 5d and j.d catches cuz it does like 3.4 or 3.5 This. Although I'm testing other stuff right now that might be better....
TD Posted September 6, 2012 Posted September 6, 2012 no doubt there are better things, but this is great simply for it's ease and decent damage. particularly when you don't want to run the risk of dropping the combo.
Synthesis Posted September 6, 2012 Posted September 6, 2012 Hahaha. Off Airthrow CH: Sweep D.Garu 2A 5B 5C 2C 214B 214B j.C (does like 4.5-4.7k)
EXonestar Posted September 6, 2012 Posted September 6, 2012 has anyone figured another combo of AoA? I'm pretty sure I saw a D.Garu into BnB combo off that in a CV. J.5D resets seem like the best option
TheArm05 Posted September 6, 2012 Posted September 6, 2012 There is a combo off of AoA ~ C that gets you grounded and lets you do a normal combo but its...fucking hard and weird. AoA ~ C -> SB.Garu (3~2) -> D.Garu (2) -> 5A -> 5B -> 5C etc... I got it to work a couple of times but its frustratingly hard even on the chars its normally easy to D.Garu. Someone else might be able to figure out how to control the garus to get it more consistently than me but for now I'm just going to stick to simple AoA ~ C combos. However it does do quite good damage lol.
cash money Posted September 6, 2012 Posted September 6, 2012 are there good combos for counterhit throws midscreen? I usually OMC -> IAD d.garu but im just wonderin...
TD Posted September 7, 2012 Posted September 7, 2012 (edited) that's the best you're going to get. garu loops are her best combo route. edit: on aoa, if you're willing to use 50 sp you can do aoa (max hits) OMC garu 2a 5b stuff for around 3k. probably 3.5k but l don't remember right now. it's useful if you're looking for some good corner carry but can't do the sb.garu route after aoa-c which is probably better. Edited September 7, 2012 by TD
nima Posted September 12, 2012 Posted September 12, 2012 5AAA > A.Bufu > A.Bufu > j.C is useless and can be shaken off beford 2nd Bufu
Diveman Posted September 12, 2012 Posted September 12, 2012 5AAA > A.Bufu > A.Bufu > j.C is useless and can be shaken off beford 2nd Bufu You're probably doing the 2nd A.bufu too late, do it as soon as the ice for the first one hits, as if you were canceling it.
Kiba Posted September 12, 2012 Author Posted September 12, 2012 Yea nima is doing it too late. Check the 1st combo in the basic combo video by yunyun for a visual reference.
chuchoyei Posted September 13, 2012 Posted September 13, 2012 (edited) Any tips on how to combo after ghastly wail midscreen? I haven't been able to do it once. Edited September 13, 2012 by chuchoyei
TheArm05 Posted September 13, 2012 Posted September 13, 2012 Any tips on how to combo after ghastly wail midscreen? I haven't been able to do it once. Are you using D.Ghastly Wail? Can only combo off of Ghastly Wail midscreen with the D version. When using the D.Ghastly Wail you have to do a short dash into instant air dash j.B. It is really hard too so you kind of have to just grind it out...
FR05tB1t3 BOB Posted September 21, 2012 Posted September 21, 2012 does anyone have an optimal combo to do after an AOA?
geobuster Posted September 21, 2012 Posted September 21, 2012 Has anybody been able to get 5AAA > A.Bufu > jD.Garu > 2A > 5B > etc.? It's probably not optimal, but this should be able to work. Trying to use an angled super jump to get this to work, but if I do that and churn out the Garu too fast, I get Mamudoon sometimes. I've only gotten it once, but it felt really mashy and unclean; trying to see if there's any way to flow from A.Bufu into jD.Garu. =__= I've been practicing something similar for a meterless combo off a overhead confirm. --- j.A > 5AAA > A.Bufu > 66 or [6] > A.Bufu > 669 > jD.Garu > Sweep > D. Garu 2.7-2.8k Dmg --- This combo is possible due to Liz recovering when Bufu's ice volley is launching rather than when it hits (which is when Thanatos recovers). Because the 2nd Bufu launches them higher than the first one, it gives you enough time to jump up next to them and do jD.Garu. However spacing should be considered when link the A.Bufu attacks. At some point(s?) between the max and min ranges the 2nd ice volley hits too early and I can't position for jD.garu quick enough. Aside from that I'm finding this to be a surprisingly reliable way to do decent damage while generating a lot of meter due to using 5AAA instead of SB.Garu (went from 0 meter to 42-45 meter each time I tested this combo). You won't get any meter gain though if you did something like 2B > OMC > j.A, though it might still be worth it if you don't have the meter to do a different combo. One thing about this I didn't like was lack of ailments applied; so I've also been trying this. --- j.A > 5AAA > A.Bufu > 66 or [6] > A.Bufu > 669 > jD.Garu > 5B > 5C > 2C > A.Zio or SB.Zio 2.9-3k Dmg, Fear, optional Paralyze --- This works but it's really hard to pull off due to hit stun proration. The 5B > 5C and 5C > 2C has to be chained perfectly without any delay between the last hit of the previous attack or else the opponent can tech out of it and possibly punish you if they forward tech. Not as viable as the previous version IMO.
Tong Posted October 16, 2012 Posted October 16, 2012 This isn't working for me: 5B > 2AB > 236CD[2~3] > 5B > 5C(2) > 2C > 214B > 2C > 236B > 2B > j.B > j.C > 236CD[8] > j.B > j.C They tech on the last 236CD.
Kiba Posted October 16, 2012 Author Posted October 16, 2012 Old combo I got from the JP wiki. I should remove it since it appears to be invalid.
Tong Posted October 17, 2012 Posted October 17, 2012 Oh I see, yeah I also got an invalid one for Yu from that site. Btw, about Memento Mori Finisher... The typical finisher goes like Bufu -> Zio. Can I exchange to Zio -> Bufu stuff -> Memento Mori since Bufu is necessary first?
Kiba Posted October 18, 2012 Author Posted October 18, 2012 As long as you do not heavily prorate the combo, yes. For example, after a corner throw (I think CH/FC only), you can do: Throw > (OMC) > 5C(2) > 2C > 236AB > 5C(2) > 2C > 214B > (Concentrate) > AoA > OMC > Memento Mori
Elochai Posted November 27, 2012 Posted November 27, 2012 Some combos from FC air grab: FC air grab > One More! Burst > (66 2B > j.B > d.Garu [2]) x2 > 2AB > d.garu [9~3] > 2A > 5B > 5C (2) > 2C > b.bufu > AOA > Ghastly Wail FC air grab > 66 5A > (2B > j.B > d.garu [2]) x2 > 5A > 5C (2) > 2C > b.bufu > AOA > Ghastly Wail FC air grab > OMC > j.B > d.garu [2] > 2B > j.B > d.garu [2] > 2AB > d.garu [9~3] > 2A > 5B > 5C > 2C > b.bufu > AOA > Ghastly Wail
Kiba Posted December 13, 2012 Author Posted December 13, 2012 Is this a midscreen to corner combo or is it a corner only combo? What's the damage for these combos?
Elochai Posted December 13, 2012 Posted December 13, 2012 Midscreen to corner. I'll get back to you with exact damage numbers later.
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