onemic Posted September 1, 2012 Posted September 1, 2012 5AA>22B>J.C> QCF CD > J.B>2B>A cannon >Jump A >Jump A> Jump C >QCF D >AB on landing should be around 3906 damage. Sweet, ya I got it in a few tries. I'll just stick with this one, as it seems like the other one would be way too hard to get in an actual match.
hehwat Posted September 1, 2012 Posted September 1, 2012 http://www.youtube.com/watch?v=T9UqQ9QoN-k some OKI after D megido if u dont wanna BC on landing.
onemic Posted September 1, 2012 Posted September 1, 2012 That oki looks sweet. One question though, in what situations would using the combo be viable, since it starts from neutral?
hehwat Posted September 1, 2012 Posted September 1, 2012 (edited) punish or off IAD JB. Ohh i try to do it off cross unders too if my JC launches them. Im a streetfighter player i just got in to anime games so im as cluessless as u now lol GOD damn jump over AC >C is the sickest cross up ever u get 2 hits and u can QCF CD after. Too bad it depends on opponents wakeup tech Edited September 1, 2012 by hehwat
HexaNoid Posted September 1, 2012 Author Posted September 1, 2012 That oki looks sweet. One question though, in what situations would using the combo be viable, since it starts from neutral? That combo is one of Aigis' B'n'Bs, so you can and should be using it wherever you can (e.g. punishes, random hitconfirms etc.) I'm not sure what background you have, but in this game a lot of combos start from neutral and that in no way makes them impractical.
r0b0t Posted September 1, 2012 Posted September 1, 2012 (edited) There is a video on youtube, Koichi Vs Fab, and there is a tripple megido combo in the video. I am trying to do the combo. So I made my own video of attempting to do it, would you guys take a look and see what I may be doing wrong? And since its combo related I decided to post it here. http://youtu.be/i6kCctxIeJQ Also I know its console. I was just brain farting when I made the take. This Video shows both so you dont have to skim through Koichis video. After some suggestions on youtube, I was able to get the combo. http://www.youtube.com/watch?v=WLCsx3--_cg&feature=youtu.be I land it in this video at 47 seconds. Pretty sweet but you have to be real good about the timings and spacing. Edited September 1, 2012 by r0b0t
Mysrt Posted September 1, 2012 Posted September 1, 2012 (edited) what was your final notation to get the combo to work? edit: Also i'm not an expert but there's no 'A' in megido so I don't think its pronounced 'meg eee a do'. I believe when I hear the announcers say it on the Japanese videos they say 'meg eee do'. Edited September 1, 2012 by Mysrt
r0b0t Posted September 1, 2012 Posted September 1, 2012 Yea your right i know i am pronouncing it wrong. Its meg ee do. and its starting from the ground. 5AA>22B>J.C>236CD>J.A>2B>214A>5B>236C>214A>236D I think that is right.
bajisci Posted September 1, 2012 Posted September 1, 2012 Hexanoid posted tutorials in the video section for triple megido, refer to those
onemic Posted September 1, 2012 Posted September 1, 2012 That combo is one of Aigis' B'n'Bs, so you can and should be using it wherever you can (e.g. punishes, random hitconfirms etc.) I'm not sure what background you have, but in this game a lot of combos start from neutral and that in no way makes them impractical. I got p4a the day it released in NA, and am traditionally a Mitsu player. Getting in hitconfirms from neutral is pretty easy with me for her, just because her 5A has such long range. Aigis' 5A in comparison is really short, so I assumed it would be much harder to just go in and do it, especially since it starts from non-orgia mode. In general though Im a newbie FGC player, as I started playing seriously in April and started with SF4 before moving to Persona when it released.
r0b0t Posted September 1, 2012 Posted September 1, 2012 I got p4a the day it released in NA, and am traditionally a Mitsu player. Getting in hitconfirms from neutral is pretty easy with me for her, just because her 5A has such long range. Aigis' 5A in comparison is really short, so I assumed it would be much harder to just go in and do it, especially since it starts from non-orgia mode. In general though Im a newbie FGC player, as I started playing seriously in April and started with SF4 before moving to Persona when it released. hexanoid is right.
TerrorMe Posted September 2, 2012 Posted September 2, 2012 hey guys what do u think about the 3 megido combos practicality ik im probably going to get hate for this but to me is seems way to exicution heavy to pull of in a high stakes/ high lvl match .. im i could be wrong but if im in a match im not thinking about what combo is going to be sooo much damage im thinking about a combo thats going to be relitivly simple and to the point to were it keeps my momentum going and not have to worry about droping anything like i might have not put enough practic into the 3 megido combo but it just seems to me like the 2 megido combos are more practial .. and before anyone says koichi did it on stream we need to remember that it was a first to ten "online" match that had no pressure on the line like a high lvl tourney would have - i really think this should be dicussed and i really hope i dont get hate for this
HexaNoid Posted September 2, 2012 Author Posted September 2, 2012 You're asking a legitimate question here so I don't see why you're so afraid of getting hate. At any rate, I feel that "practicality" in this sense (execution-wise) is subjective; what may be difficult for some may be easy for others, but the only thing that matters is how you find it. Personally, I don't find it that hard to do off a 5AA starter, but if you're having too much trouble doing Triple Megido combos there's no reason why you shouldn't stick to the Double Megido variant. Sure, the extra damage is nice, but if you're not confident pulling it off in a match you should always go with what you're comfortable with.
TerrorMe Posted September 2, 2012 Posted September 2, 2012 You're asking a legitimate question here so I don't see why you're so afraid of getting hate. At any rate, I feel that "practicality" in this sense (execution-wise) is subjective; what may be difficult for some may be easy for others, but the only thing that matters is how you find it. Personally, I don't find it that hard to do off a 5AA starter, but if you're having too much trouble doing Triple Megido combos there's no reason why you shouldn't stick to the Double Megido variant. Sure, the extra damage is nice, but if you're not confident pulling it off in a match you should always go with what you're comfortable with. thanx ha sorry im just used to hostility from the marvel threads and stuff on srk ... ha but in that sence like i know for sure that im going to learn it atleast but i think its going to be like a fashy factor more then a legit combo for me i appriciat it
severin Posted September 3, 2012 Posted September 3, 2012 (edited) GET OUT, SCRUB. RABBLE RABBLE in all seriousness though, I mostly use triple megido from sweep and normal mode 5AA. from boost j.B, I find it to be too much effort, too much orgia gauge, and too little reward you know what's cool though? 7k from j.B OMB. It's decently easy to hitconfirm. Edited September 3, 2012 by severin
No Limitz Posted September 3, 2012 Posted September 3, 2012 So just to recap so far we have: All values assume no bullets used for 5aa and no counter hit. Non Orgia: 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4263/SP:8%(-25%)] j.B > 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4209/SP:9%(-25%)] 2AB > OMC > 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4866/SP:8%(-75%)] Orgia: j.B > 5AA > 5B > j.C(2) > 236CD > j.A > land > 214A > 236C > 214A > 236D [DM:4311/SP:13%(-25%)] 2AB > [6] > j.B > land > 5A > 5C > j.C(2) > 236CD > j.A > land > 214A > 236C > 214A > 236D [DM:5098/SP:17%(-25%)] Why are j.A's used in the orgia version combos?
HexaNoid Posted September 3, 2012 Author Posted September 3, 2012 Probably because of the use of j.B earlier in the combo. The proration on j.B makes it difficult (or impossible) to connect the rest of the combo. I'm not sure why it's still possible to use j.B > j.2B after the Normal Mode j.B starter, but it is still quite a bit harder to pull off than the other Normal Mode ones.
White Posted September 3, 2012 Posted September 3, 2012 GET OUT, SCRUB. RABBLE RABBLE in all seriousness though, I mostly use triple megido from sweep and normal mode 5AA. from boost j.B, I find it to be too much effort, too much orgia gauge, and too little reward you know what's cool though? 7k from j.B OMB. It's decently easy to hitconfirm. Thats hot shit right there ya dig
severin Posted September 3, 2012 Posted September 3, 2012 (edited) Why are j.A's used in the orgia version combos? There's a 3-letter acronym that is a key element in all of these combos. Edited September 3, 2012 by severin
bajisci Posted September 3, 2012 Posted September 3, 2012 Oh yea you never explained the reason for this "glitch" quit bein stingy severin! Also the only one i can see is AAB
Adelheid Posted September 3, 2012 Posted September 3, 2012 There's a 3-letter acronym that is a key element in all of these combos. You really should just post it already, haha... Also, SMP isn't an acronym, it's an initialism, acronyms can be pronounced as words
No Limitz Posted September 3, 2012 Posted September 3, 2012 oh haha damn, and here I was thinking there were some BS properties to some of aigis' moves
severin Posted September 4, 2012 Posted September 4, 2012 here's two too-hard normal mode combos in terrible shakycam quality:
No Limitz Posted September 4, 2012 Posted September 4, 2012 I'm kind of confused about smp combo stuff; does 236C/D/CD all count as different moves? What about the jumping variants? And the +11th moves are only exempt from SMP and not normal combo scaling(damage and hitstun)? (I'm assuming this is what's keeping us from having infinites like Naoto?) Do all moves need to be different before the 11th hit?
Mysrt Posted September 4, 2012 Posted September 4, 2012 I'm kind of confused about smp combo stuff; does 236C/D/CD all count as different moves? What about the jumping variants? And the +11th moves are only exempt from SMP and not normal combo scaling(damage and hitstun)? (I'm assuming this is what's keeping us from having infinites like Naoto?) Do all moves need to be different before the 11th hit? The bug is SMP is only applied to the first 10 unique moves you use. So your 11th hit and onward don't have SMP applied to them so long as they weren't one of the 10 moves you used prior. Side note, naotos SMP loop isn't an infinite it just does alot of damage. And yes 236CD/C/D all count as different moves. I know someone said it was SMP, but I'm failing to see the SMP here. The only move that is used twice is 214A and that is used before the 11th move. Since each Megiddo used is different SMP wouldn't apply in the first place.
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