skd Posted January 28, 2013 Posted January 28, 2013 Oh, but dash 2B is cmv material... it's never going to hit in a fight unless you're kawaii :/ However, by replacing 214D with 5C in the combos, I managed to hit (5694) and (5436) respectively. 5C is kinda awkward to hit however. yeah, i understand. 214D CS is by far the most stable non sandwich confirm lol Dash 2B isnt hard though!!! i believe in you. Its not required on everyone though, but if you use 214D it isnt necessary. its just to avoid SMP on 5C, which is exactly the same as using fireball (same p2, same damage, same startup, but fireball hitbox is lame)
VR-Raiden Posted January 31, 2013 Posted January 31, 2013 Expensive corner FC 2C combos if you've got meter to burn and can do 5C > 236C+D stuff consistently (don't recall these being posted or in vids but could be wrong): corner FC 2C (DC) > 5C 236C+D CS > 2B 5B 5C j.214B > 2B j.C j.214B > 5D - (5445) 75 meter corner FC 2C (DC) > 5C 236C+D CS > 2B 5B 5C j.214B > 2B j.C j.214B > 2B j.C j.214A > CS - (7135) 125 meter And completely burst-safe combos involving OMB (assuming they wait until after the OMB to burst). I think they could be useful in the last round if the enemy is low enough on life to die from them, or right outside awakening. If they burst at any point in the combo it whiffs, so you can punish accordingly for the kill anyway. Examples starting from 5B: midscreen-to-corner 5B 5C 214D (OMB) > step forward > max range 5B 5C 2C > delay 236C > Ziodyne - (3986, +(OMC)214B 4238) corner 5B 5C 214D (OMB) > backdash > max range 5B 5C 2C > 5C 2C > slight delay Ziodyne - (4288, +(OMC)214B 4352) corner 5B 5C 214D (OMB) > backdash > max range 5B 5C 2C > 2C > CS - (4411) The same idea can be used in combos involving 214B. Basically max range 5B/5C/2C are all completely burst safe.
Tong Posted February 11, 2013 Posted February 11, 2013 midscreen/anywhere-universal-awakening-non-burst-meter-waster-combo 5B > 5C > 214C (OMC) > 214B > 214D > CS > 2B > 5B > 5C > s.j.BB > Ziodyne (~4.9k) 2A > 5B > 5C > 214C (OMC) > 214B > 214D > CS > 2B > 5B > j.B+D > Ziodyne (~4.1k)
Tong Posted February 14, 2013 Posted February 14, 2013 (edited) Double posting ~ But here's an easier and more damaging variant to the FC 2C stater: FC 2C > 214B > delay 5C > j.214B > 2A > delay 5B > delay 5C > j.214A > 2B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash (5757) FC 2C > 214B > delay 5C > j.214B > 2A > delay 5B > delay 5C > j.214A > 5B > 2C > 2AB (4003) And a better FC 236D combo: FC 236D > 5C > 2C > 214B > delay 5C > j.214B > 2A > delay 5B > delay 5C > j.214A > 2B > j.C > j.214A > Cross Slash (5556) I like the 2A 5B 5C, because even when you mess up the TK 214B you can delay them enough to give more height to the combo. Edited February 14, 2013 by Tong
VR-Raiden Posted February 14, 2013 Posted February 14, 2013 FC 2C > 214B > delay 5C > j.214B > 2A > delay 5B > delay 5C > j.214A > 2B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash (5757) FC 2C > 214B > delay 5C > j.214B > 2A > delay 5B > delay 5C > j.214A > 5B > 2C > 2AB (4003) Cool that Cross Slash one does a tiny bit more (5757 instead of 5736), I can't tell if I personally find it easier yet. From just trying a few times it seems to gain about 1 more SP before the CS too (45 instead of 44) In the second, I'm getting the opponent air teching after the 2A+B though, am I doing it wrong or do other people also get them air teching? It would be nice since if it does work since it ends in sweep, but it does do less than the other 5D ender (4219)
Tong Posted February 14, 2013 Posted February 14, 2013 (edited) Yeah, 2C's SMP is harsh and makes them airtech even during 2AB lol It's all good though, you can DC the 2C and do 5D (they ground tech after 2C)! I find it more safe that doing 5D after j.214B, since you can distance yourself by Backdash Cancelling. You can also delay 5D enough to get all 3 hits also. In my opinion haha Edited February 14, 2013 by Tong
VR-Raiden Posted February 14, 2013 Posted February 14, 2013 (edited) Yeah, 2C's SMP is harsh and makes them airtech even during 2AB lol It's all good though, you can DC the 2C and do 5D (they ground tech after 2C)! I find it more safe that doing 5D after j.214B, since you can distance yourself by Backdash Cancelling. You can also delay 5D enough to get all 3 hits also. In my opinion haha True, may be worth the little damage loss for the more reliable/safe oki. but after trying some more, it seems bad if they don't tech and take the OTG hits from 5D. I can't even seem to get j.2A after 5D hits Now I wanna to look into just doing 2C (BDC) > 5D more, before I hadn't realized they can't delay tech there. It would be good on Yosuke too who can B+D you if you jump after j214B > 5D. I don't know if all the combos where you can do that will have this OTG problem though. EDIT: Looked at corner AoA: AoA>FC D > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 5D does 2878 (intead of 2981 for j214B > 5D end). You can get j2A here if they don't tech too. EDIT2: midscreen-to-corner, FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3883) (OTG 5D > j.2A possible) Edited February 15, 2013 by VR-Raiden
VR-Raiden Posted February 21, 2013 Posted February 21, 2013 Taken from recent Hama vids, a strong burst punish combo for only 25 meter near corner: air hit 5C > j.B > j.BB > j.214A+B > [2B>j.C>j.214B]x2 > 2B > j.C > j.214A > 5AAA j.B+D - (5006) If you got meter to spare, you can do typical super enders: air hit 5C > j.B > j.BB > j.214A+B > [2B>j.C>j.214B]x2 > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D Ziodyne - 5672 air hit 5C > j.B > j.BB > j.214A+B > 2B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A Cross Slash - 5991 They have to be low enough in the air when 5C hits or the j.214A+B whiffs below them. You have a bit of time to delay your 5C burst punish to prevent that.
Tong Posted February 21, 2013 Posted February 21, 2013 Never thought you could loop thrice off a normal starter... really impressive!
skd Posted February 21, 2013 Posted February 21, 2013 (edited) Taken from recent Hama vids, a strong burst punish combo for only 25 meter near corner: air hit 5C > j.B > j.BB > j.214A+B > [2B>j.C>j.214B]x2 > 2B > j.C > j.214A > 5AAA j.B+D - (5006) If you got meter to spare, you can do typical super enders: air hit 5C > j.B > j.BB > j.214A+B > [2B>j.C>j.214B]x2 > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D Ziodyne - 5672 air hit 5C > j.B > j.BB > j.214A+B > 2B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A Cross Slash - 5991 They have to be low enough in the air when 5C hits or the j.214A+B whiffs below them. You have a bit of time to delay your 5C burst punish to prevent that. the burst punishes i run are 5C jB jC j214B 5A jC j214B 5B 5C 2C 214B j2A jD (4.1k) 5C jB jC j214B 2A 5C j214AB 5B jC j214B 2B 5C 2C 214B SJ jC jBD (5.1k) 5C jB jC j214B 5A jC j214B 5B 5C 2C 214A j214A CS (5.4k) (more corner carry, and more damage!!) i dont have a ziodyne one, haha. edit: okay, the other one can result in 15 more damage but you have to start at 17 meter as opposed to 8 with the other route, and netting that 15 more damage requires you to do 5C jBB j214AB 5B jC j214B 2B jC j214B 2B 5C 2C j214B jC jBD. to get this to work you need to hit with j214AB as high as possible (slight, slight delay after ground height burst blocked) Edited February 21, 2013 by not_lunaris
skd Posted February 21, 2013 Posted February 21, 2013 (edited) hmmm, if you are in awakening you might as well do the 50 meter CS route, that combo builds /40 meter/ (10 meter requirement to start) before the CS, where if you use the EX lion at the start (17 meter requirement) you get less damage and generate only 5 meter after the EX lion. And the combo ends in a much less favorable position. no clue what to do for 50 meter non awakening damage, lol. edit, tl;dr 5C jBB EX Lion Route (17 meter start) builds 13 meter total, spends 25. -12 from where you start, 5k 5C jBC j214B ...> CS (10 meter start) builds 40 meter total, spends 50. -10 from where you start. 5.4k! replacing the CS with ziodyne will connect, for 5059 damage. still builds 40 meter and all that jazz, but does less damage than optimal 5C jBB route (but you get to start with less meter) pretty much EX route only when out of awakening or going for 75/100 meter stuff? edit edit 5C jBC j214B 2A 5C j214AB etc (8 meter start) builds 21 meter total, spends 25. -4 from where you start, for 15 less damage! whee. umm, as far as 75 meter goes for ziodyne ender, 5C jBC j214B 2A 5C j214AB 5B jC j214B 2B 5C jBB jBB jBD ZD is slightly more damaging (5733) and oh shit, 50 meter 5.6k in awakening, builds one more meter than previous aforementioned combo 5C jB jC j214B 2A 2B SJ jC j214B 5B 5C 2C 214B j214A CS (very very height spec though, 5c has to hit as low as possible. the other one is much easier lol) 75 meter stuff (jBC > sliiiightly more damaging ziodyne, slightly less damaging cross slash) is possible off of jBC at 55 meter, jBB j214AB into both supers at 63 meter. tl;dr meter gain route is godly, if you have meter to burn you can probably go for jBB but dat metergain tho, plus more confirm options (25, 50, and 75 meter) Edited February 21, 2013 by not_lunaris
VR-Raiden Posted February 21, 2013 Posted February 21, 2013 Awesome those sound a lot better, thanks. Dat 5C starter = happy fun damage time.
VR-Raiden Posted March 2, 2013 Posted March 2, 2013 (edited) Trying to compare some combos so I can optimize better, as for meterless empty jump 2A post 5D, here's what it looks like to me. If people have more input or better combos post away. SP gain includes them blocking 5D(3) Midscreen: 2A > 2B > 5B > 5DD > 214B > 2A+B > 5D - 1615 dmg, 18 SP + can do close range 2A+B into 5D after it + can OTG 5D > j.B > 5DD > 2A+B > 5D if they don't tech + doesn't matter if they get hit standing or crouching - less damage/SP 2A > 2B > 5B > 5DD > airdash j.B(1) > j.BB > dash 5B > 5C > 2B > 2A+B > 5D - 1821 dmg, 22 SP (2B/5B interchangeable) + most damage/SP - 2A+B hits farther - can only OTG 5D > j.2A if they don't tech - on crouch hit, j.B needs to be delayed slightly and you can't j.BB, not really hard to confirm though As for which has better corner carry, I can't tell exactly, they seem pretty much the same. Corner: 2A > 2B > 5B > 5DD > (optional airdash) j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - 2063 dmg, 26 SP + most damage/SP - can only OTG 5D > j.2A if they don't tech Edited March 2, 2013 by VR-Raiden
Tong Posted March 9, 2013 Posted March 9, 2013 (edited) Now, gonna talk about the corner xslash specific. It's universal, but harder on some characters and requires some finicky timing. String in question is: 214B > dash 5C > delay 236CD > Xslash... If done right, the dummy will turn back and get pushed towards you, allowing a follow-up combo. Notes: -It's important to dash in really deep, so Izanagi may sandwich them with EX Zio. -Timing may vary on some characters, but the ideal is dash 5C as soon as they start falling from 214B As I said, it's harder on some character but extremely easy on others. You *can* get it to work on the later, but we're talking about frame-perfect stuff. Impossiburu: Yukiko Don't even bother: Aigis, Labrys, Shadow Labrys, Akihiko, Mitsuru Worth a try: Naoto, Elizabeth, Kanji, Teddie Free, often works: Yu, Yosuke, Chie And some combos off it: 214B > dash 5C > delay 236CD > Xslash > 2B > j.C > j.214A > 5A > 5B > 5C > s.jBB > B+D > Ziodyne (6047) 2A > 5B > 5DD > 214B > dash 5C > delay 236CD > Xslash > 2B > 5B > 5C > s.jBB > B+D > Ziodyne (4883) 5B > 5C > 214D > OMB > 5D > dash 2AB > 5DD > 5B > 214B > dash 5C > delay 236CD > Xslash > 2B > 5B > 5C > sj.BB > B+D > Ziodyne (7142) 5C > 214D > OMB > 5D > 2AB > 5DD > 214B > dash 5C > delay 236CD > Xslash > 2B >5C > j.214AB > 5B > j.C > j.214A > XSlash (9018) They're all probably unoptimzed as hell, but.. whatever lol Edited March 10, 2013 by Tong
skd Posted March 10, 2013 Posted March 10, 2013 ground level 2c dc dash 5c is free on everyone for 214b its pretty consistent on mitsuru and certain characters that have a similar hitbox, you have to catch her with ex zio on the way up. Sent from my SCH-I535 using Tapatalk 2
VR-Raiden Posted March 15, 2013 Posted March 15, 2013 (edited) alright so these are the upgraded FC 214B/2C combos I'm gonna try to start using. I like them since they're all pretty much the same until the end, depending on how close to corner they are. Makes it easier to confirm what combo to do, rather than having to decide right at the beginning. The ones that end in 5D are slightly weaker than opting for j.214B > 5D, but from 5B > 2C (BDC) > 5D, they can't delay tech through 5D so it will OTG, then you can j.2A for knockdown (also lets you get 5D(3)). The ones ending in super give like 40-46 meter before the super so chances are you're gonna be able to do them by the end. You can get a few extra normals in a few, those are in (), if you can keep that in the back of your mind when doing the combo. Fullscreen-to-corner: FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > 5D - (3801) (full screen carry) FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > 5C > (j.B) > sj.B+D - (3865, +Ziodyne 4776) (full screen carry) FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > Cross Slash - (5091) (full screen carry) Midscreen-to-corner: FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3883) FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > (j.B) > sj.B+D - (4008, +Ziodyne 4919) FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214B > 5AAA / Cross Slash - (4332) / (5283) FC 2C (DC) > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3766) FC 2C (DC) > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > (j.B > j.C) > sj.B+D - (3949, +Ziodyne 4860) FC 2C > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214B > 5AAA / Cross Slash - (4418) / (5223) Corner: FC 214B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3701) FC 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > sj.B+D - (4248, +Ziodyne 5270) FC 214B > 5C > j.214B > 2B > (5B) > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214A > Cross Slash - (5615) FC 2C > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3906) FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > sj.B+D - (4560, +Ziodyne 5471) FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214A > Cross Slash - (5817) EDIT: made a vid of them http://www.youtube.com/watch?v=XzSqSTPvt_w and this is another post-5D 2A vid, shows a better alternative for awakening combos http://www.youtube.com/watch?v=LxoGu1mUAJM Edited March 17, 2013 by VR-Raiden
Aloci Posted March 18, 2013 Posted March 18, 2013 ^ These are all very nice. Thanks for sharing VR. Definitely something to practice tonight.
Agito Posted March 30, 2013 Posted March 30, 2013 Thanks alot for posting the combos. And the video does a great job of giving you a visual on what the combos should look like.
VR-Raiden Posted May 16, 2013 Posted May 16, 2013 Apparently, midscreen CH throw > dash sweep works on Aigis, Naoto, Liz, Yosuke. You can 5D after but since its so far they can delay tech, still nice though. That, or you can do dash sweep > 214C instead for little extra damage and a safejump. Way better oki than going for the typical dash 5B CH throw combos.
Agito Posted May 20, 2013 Posted May 20, 2013 With the first FC combo I find that from full-screen I'll always be too far away to connect with the 5A
VR-Raiden Posted May 24, 2013 Posted May 24, 2013 (edited) With the first FC combo I find that from full-screen I'll always be too far away to connect with the 5A oops, I took a while to answer this, but I answered the same thing here: http://www.dustloop.com/forums/showthread.php?14462-P4A-Yu-Narukami-General-Discussion-Thread/page8&p=1503857&viewfull=1#post1503857 basically you want to hit the 5B on them pretty high up, 5C then immediately sj.B, then slightly delay jBB so you get a bit closer. Then dash immediately upon recovering from landing from j.214B. but you're probly at UFGT right now anyway, good luck Edited May 24, 2013 by VR-Raiden
grove03 Posted July 30, 2013 Posted July 30, 2013 Triple Ziodyne combos >>>>>> Triple Cross slash Combos =D
Fistmaster049 Posted July 31, 2013 Posted July 31, 2013 Triple Ziodyne combos >>>>>> Triple Cross slash Combos =D Triple Ziodyne can't be a thing.....can it? O_O
xlolxlolx Posted July 31, 2013 Posted July 31, 2013 probably something dumb like ch d ziodyne>stuff>gold burst>d ziodyne>stuff>air/c ziodyne
Fistmaster049 Posted August 1, 2013 Posted August 1, 2013 probably something dumb like ch d ziodyne>stuff>gold burst>d ziodyne>stuff>air/c ziodyne That is actually it exactly, impractical as all hell and doesn't really do that much damage anyway.....looks kinda funny though
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