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Posted (edited)

From my experience you can do the full 5B 2D CH combo on Mitsuru after blocking a DP. You catch them in the air right as they start to fall with 5B and 2D will hit them in the air. From there you just dash 5B 5C j.C dj.BB j8D (AoA) 236B~236B 214C/D 236236D for ~5.6k. You do have to adjust your timing a little bit but it's basically the same combo.

Also, I'm pretty sure 214CD beats everything she does after DP. Just activate it right when she's landing and it'll go through everything. After it hits you can do walk forward 5B 5C for oki or dash 5C 236B~236B 5C 236B~236B 236236D for ~4.4k.

Edited by ChrisK
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Posted
I played around with FC 214C today and was trying this combo:

214C (FC) > 236236A > Dash 5C > 5B > 5C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432)

I don't know what it is, but at the "Dash 5C > 5B > 5C" I cannot do it. I'll hit 5C, and no matter how much I delay 5B, I can't get another 5C out before the opponent lands. If I do Dash-In 5C > 5B right away it shortens the tech time way too much and I can't hit with the following 5C. Anyone have any tips or suggestions on that?

So in response, I tweaked (simplified) it to:

214C (FC) > 236236A > Dash 5C > Delayed 5B > 2C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 214C > 236236D (100%@7197)

Less damage :8/: but a LOT easier to do.

So I tried the actual combo again and I just was being too slow. The combo posted works fine, but doesn't mention to buffer a dash after the first 5C to hit 5B > 5C afterward. It also allows you to confirm from a bit further from the corner due to that extra dash.

Just wanted to fix my face on that.

Posted
So my execution with the stick (Xbox controller for 15,000 matches in SSF4) has finally improved enough that I can do her impractical Challenge Mode combos. I'm up to Challenge 30, 3 God Hands. Sadly, I can only find one solution to the Challenge, the official demonstration, and it's harder than the alternative that used to be on jourdal's channel. Anyone know the alternative, or have a link to a video?

I'm fashionably late here, and I spent more time figuring out my recording setup and video editing software than I would have liked, but here's a video demonstrating my method for Challenge 30:

http://www.youtube.com/watch?v=8GqCHlYHWXE

Posted
Can someone tell me how to do a raw skullcracker...?

After jumping and when Chie is close to the ground, either after attacking or just from nothing, input 236AB. Chie will glow blue but nothing will come out. At that point you can input another 236B upon landing, or if you were close enough to the ground with your 236AB, plink B into the input after 236AB. If you get Power Charge from 236AB > 236B, you're inputting the whole string too fast OR too slow and you're missing the cancel window completely.

  • 3 weeks later...
Posted

So guys, real quick, Chie can get a lot more damage + corner carry + still get oki off her AA 2B if it's counter hit. Pretty sure this hasn't been posted yet since I didn't see it in the few recent pages I checked (don't feel like going through all 16 pages of the thread) and it's not on the front page. Anyway, for the combos, the first one is: AA 2B (CH) > 5C > 236B > 5B > 5C > j.BB > j.8D > AOA > Oki setup

2nd one: AA 2B (CH) > 5C > 236B > 5B > 5C > j.BB > j.8D > 236B > 236A > 236236C

and finally, the one I saw Kirisame do in some video (more corner carry than the first one, but weaker oki, aka no "PROTECT ME TOMOE!"): AA 2B (CH) > 5C > 236B > 236B > 66 5C > 66 > 5A > 5C > j.8D > j.B

I'm too lazy right now to go test the damage on them, so I'll probably update that tomorrow or something with actual damage values.

Posted

I've been using Chie for a week and a half and I found out a character specific combo that works on Narukami, aigis, kanji (Uses OMB and 50 heat). Not sure if its been posted, its pretty meh compared to the combos posted here. Works midscreen, 5B > 2B > 2AB > Jc > Jc > J236D > OMB 5C > 236B > 236B > 214C > 236236D For 5271 damage.

Edit:Forgot J @ 236D

Posted

Does anyone know if that "Blazing Wind" combo video got uploaded anywhere else? It's taken down on YT: http://www.youtube.com/watch?feature=player_embedded&v=3D3JdWypu6M

I was looking for examples of those Narukami and Yosuke-specific combos where Chie can do some kind of j.BB loop starting from the ground. I saw Kirisame doing them at NEC too but of course those videos are gone.

Posted
Does anyone know if that "Blazing Wind" combo video got uploaded anywhere else? It's taken down on YT: http://www.youtube.com/watch?feature=player_embedded&v=3D3JdWypu6M

I was looking for examples of those Narukami and Yosuke-specific combos where Chie can do some kind of j.BB loop starting from the ground. I saw Kirisame doing them at NEC too but of course those videos are gone.

The combo is (starter can be 2A, 5A, 5B or even CH 5C dash 5A): starter, 2B, j.BB, j.A, j.C, 5B, 2B, 2AB. Timing is odd, but if you start with 5B, you can actually do two reps before going into sweep.

Posted

Wow I can't get that to work at all... it's super easy if j.B is the first hit because they're standing straight up, but hitting them with 2B first makes them reel back. How can you hit them with j.B while they're reeling back like that?

Posted

odd delays in the timing of j.B... is it in that combo vid? I think I did it on the winterbrawl stream in casuals, I could look for that clip if you need it

Posted

It's in the vid at 3:28, but it starts with a FC (Rampage B while Power Charged), and even then just watching the timing doesn't make it apparent.

Posted

I did that loop. I found it easier to connect once you if you do a 5AA It needs a small delay after 2B, you can confirm it from anything. I uploaded a toaster quality vid http://www.youtube.com/watch?v=5SbmeUF45iw

I even found a way to do it off crouching opponents with 236B :) Im just gonna copy paste my description: Sorry for the toaster quality! Im poor :( Anyway these are 3 of my Chie JB combos. I dont use JC cause I feel comfortable without it, although I can add it if I must. The first is 5AA 2B JBB JA Dash 5A 2A 5B 2B 2AB 5DD (corner carry 1911 dmg oki) , Second is 5C CH micro dash 5A 5B 2B JBB JA dash 5A 2A 5B 2B 2AB 5DD (corner carry 2521 dmg oki). Last is a unique way to use the the JBB in a combo against crouching opponents Its JBB dash 5B 5C 236B dash 5A 5B 2B JBB JA dash 5A 5B 2AB 5DD ( 2959 dmg oki). This works since 236B (B rampage) forces standing :) These combos only work on Yosuke and Narukami.

Posted (edited)

To tell you the truth I do whatever comes to mind. Im so used to using 5A and 2A in my combos (Due to my pressure 5A and 2As). Ill try to come up with another combo using 5AA, not sure if I can combo 5AA twice in a combo... Sorry if I sound like a noob. I been playing Chie for 2 weeks...

Edited by ozzy830
Posted

nah, you don't sound like a noob at all, especially not if you're trying to do the real confirms and combos only 2 weeks in. Also, someone with the power to do so needs to update the original posts with all the new confirms and stuff, some of those combos there are old and outdated by better things.

Posted (edited)

Thanks I need MU exp against certain characters but I think netplay will help with that. I hope :( I can never do JB loops so I dont try them online. And I agree about updating the combo thread.

Edit: I cant do them online is what i meant. Scratch that I did it online against a Yosuke, it was awesome.

Edited by ozzy830
Posted (edited)
nah, you don't sound like a noob at all, especially not if you're trying to do the real confirms and combos only 2 weeks in. Also, someone with the power to do so needs to update the original posts with all the new confirms and stuff, some of those combos there are old and outdated by better things.

I've got a somewhat more complete list I compiled, but I know I'm missing a bunch of stuff, like those jump loops and the good Burst combos. Also, meter and damage values would ideally be in there, which would require doing each combo (not that any of Chie's combos are hard):

MIDSCREEN

Gives Hard Knockdown; leads into Oki

• 5A (AA) > 5A > 5B > 2B > JC > JBB > J8D > 5AB

• 5AA > 5B > 2B > 2AB

• 5AAA > 236B > 5AA > 5B > 2B > 2AB (croucher only)

• 2A > 5AA > 5B > 2B > 2AB (0%@1043)

• 5AB-C (FC) > JD > dash 5B > 5C > 5AB

• AA 2B > JC > JBB > J8D > 5AB (0%@?)

• JAA (air-to-air) > JC > JBB > 5AB

• JB (air-to-air + CH) > 5B > 5C > JC > JBB > 8D > 5AB ()

• JBB > 5AA > 5B > 2B > 2AB (0%@)

• JBB > 5AAA > 236B > 5AA > 5B > 2B > 2AB (croucher only)

• 5B (CH) > 2D > 2B > 5C > 236B > 5B > JBB > J8D > 5AB (punish combo)

• 5B (CH) > 5C > 236B > 5B > 5C > JC > DJ.BB > J.8D > 5AB (anti-air punish combo against Mitsuru's and Yu's BD)

• (cross-up Tomoe) JBB > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB

• (cross-up Tomoe) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 2B > 2AB

• Power Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > dash 5C > 5B > 5C > 5AB (0%@4740)

• 5AB (AA) > 5C > 5AB

• 5C (CH) > dash > 5AA > 5B > 2B > 2AB

• 5C (AA) > dash > 5A > 5C > JBB > J8D (must be low to the ground)

• 5C (AA + CH) > 5B > 5C > JC > JBB > J8D

• 5CD (CH) > 2A > 5C > 5AB

• 5DD > 5B > 236B > 5AA > 5B > 2B > 2AB

• 2AB > 236236A > 2B > 5C > 236B > 5B > JBB > J8D > 5AB

• 214D (FC) > 2B > 5C > 236B > 5B > JBB > J8D (%@)

• 214CD (CH) > 5B > 5C > 5AB

Damage Focus; not necessarily good positioning

• 2A > 5AA > 5B > 2B > 236A > 236A > 236C

• 2A > 5AA > 5B > 5C > 236A > 236B > 236D (croucher only)

• 2A > 5B > 2B > 236A > 236A > 236236A > dash 5C > 236B > 236B > 236D

• 2A > 5B > 5C > 236A > 236B > 236236A > dash 5C > 236B > 236B > 236D (croucher only)

• 5AB-C (FC) > JD > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (50%@4422)

• AA 2B > JC > JBB > J8D > 236B > 236B > 214C > 236236D

• JB (CH) > 5B > 5C > JC > JBB > J8D > 236B > 236B > 214C > 236236D

• Throw OMC > 5C > 236B > 236B > 236D (50%@3051)

• Throw OMC > 5C > 236B > 236B > 236D > 214214D

• Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (0%@3147) (works without dashing in the corner, or against Akihiko, Mitsuru, and Yosuke)

• Throw (CH) > dash 2A > 5C > 236B > 236B > 236D > 214214D (works without dashing in the corner, or against Akihiko, Mitsuru, and Yosuke)

• Throw (CH) > dash 5B > 5C > 236B > 236B > 236D (0%@) (works without dashing in the corner, only works against Teddie)

• Throw OMC > 5B > 5C > 236B > 236B > 236D (0%@) (only works against Teddie)

• Throw OMC > 5B > 5C > 236B > 236B > 236D > 214214D (only works against Teddie)

• Throw OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@4416)

• 5B > 2B > 236A > 236A OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@5023)

• 5B > 2B > 236A > 236B > 236D OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@6152, crouching only)

• 5B (CH) > 2D > dash 5B > 5C > JC > JBB > J8D > 236B > 236B > 214C > 236236D (50%@5333)

• 5B (CH) > 5C > 236B > 5B > 5C > JC > DJ.BB > J.8D > 236B > 236B > 214C > 236236D (anti-air punish combo against Mitsuru's and Yu's BD)

• 5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (50%@4216)

• 5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > microdash 5C > Dash 5A > 5C > 214C > 236236D (100%@5399)

• 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, must be near corner when starting)

• 214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@4980)

• 214CD (CH) > 5B > 5C > 236B > 236B > 214C > 236236D

• 236236C OMC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4898)

• Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > dash 5C > 5B > 5C > 214C > 236236D (50%@6797)

CORNER

Gives Hard Knockdown; Leads into Oki

• 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1722)

• 2A > 5B > 5C > 236B > 5AA > 5B > 2B > 2AB (croucher only)

• 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (0%@)

• 5C (CH) > 5B > 5C > 236A > 236A > 5B > 5C > 5AB (0%@)

• 5AB-D (FC) > 2B > 5C > Dash 5B > 5C > 2D > JD > 5AB (0%@)

• 5BD (CH) > 5B > JC > 8D > 5AB (0%@2671)

• JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545)

• JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@3374, Crouchers only)

Damage Focus; not necessarily good positioning

• 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000)

• 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095)

• 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, Also works near corner)

• 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4756)

• 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720)

• 5BD (CH) > 5B > JC > 8D > 236B > 236B > 214D > 236236D (50%@4722)

• 214C (FC) > 236236A > Dash 5C > 5B > 5C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432)

• 214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (100%@5733)

• 214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (50%@5174)

• Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[walk back] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (50%@7210)

• JBB > 5B > 5C > 2B > 2C > 236A > 236A > 5B > 5C > 236B > 236B > 214D > 236236D

• JBB > 5B > 5C > 2B > 2C > 5B > 236A > 236B > 5C > 236B > 236B > 214D > 236236D (crouching only)

COMBO NOTES

Use an oki combo if you can't kill your opponent. The majority of your combos will end in 2AB or 5AB. Only go into damage if you kill the opponent or put them just shy of death, preferably hitting them outside of Awakening.

JC (CH) > JB is more or the less the same starter as a JBB starter, just more damage.

You can almost always substitute Skull Cracker 236B with 236AB, 214D with 214CD, and 236D with 236CD > 236D for a bit more damage in a combo. Replacing 236A/B with 236AB gives more extra damage than replacing 214D with 214CD.

236A > 236A > 5B > 5C > 236B in the corner requires you to wait for the opponent to drop low before you use 5B, then delay both 5C and the cancel into 236B in order to maintain the juggle.

5AB-C > JD > dash can be tricky. It helps to input a JB immediately before landing so you can buffer in the dash without accidentally air-dashing.

If you want to go for damage without going for 236236D or 214214D as an ender, typically you'll just end your combo into 236C. 236B > 236B, 236A > 236B on crouchers, and 236A > 236AB for 25 meter are when you can go into a 236D ender, if your hit-stun is still decent on the combo.

Edited by Primiera
Posted
:sweatdrop:

There were no other Yosuke's to try it on. Needed to know if i can do it online. Should have tried it on that Narukami player but he dps all the time. So I didnt want to take the risk, since it IS netplay and all. GGs BTW.

Posted (edited)

I did the combos without damage calculations. Some combos didn't work so I added a move/changed it. Others work perfectly. Damage calculations and what works etc will be in bold. I was wondering what (AA) was. I assumed it was anti-air so some combos with it were done in counter hit state while jumping which only adds about 100-200 damage. All combos were done on Narukami besides the Teddie ones.

Edit: Forgot damage for B.Skullcracker combo 5078

I've got a somewhat more complete list I compiled, but I know I'm missing a bunch of stuff, like those jump loops and the good Burst combos. Also, meter and damage values would ideally be in there, which would require doing each combo (not that any of Chie's combos are hard):

• 5A (AA) > 5A > 5B > 2B > JC > JBB > J8D > 5AB 1766 Last hit from 8D does not connect If you replace 5A (AA) with 5B (AA) the combo works for 2797. Done using counterhit

• 5AA > 5B > 2B > 2AB 1265

• 5AAA > 236B > 5AA > 5B > 2B > 2AB (croucher only) 1824

• 2A > 5AA > 5B > 2B > 2AB (0%@1043)

• 5AB-C (FC) > JD > dash 5B > 5C > 5AB 2516

• AA 2B > JC > JBB > J8D > 5AB (0%@?) Done on counterhit for 2229 without counter hit 2174

• JAA (air-to-air) > JC > JBB > 8D > 5AB 1855 added 8D after JBB I used JA twice at the beginning

• JB (air-to-air + CH) > 5B > 5C > JC > JBB > 8D > 5AB () 2460

• JBB > 5AA > 5B > 2B > 2AB (0%@) 1667

• JBB > 5AAA > 236B > 5AA > 5B > 2B > 2AB (croucher only) 2246 does not lead to oki (Tech in the air). Take out 2B or 5B not both for oki 2B=2144 5B=2162

• 5B (CH) > 2D > 2B > 5C > 236B > 5B > JBB > J8D > 5AB (punish combo) 3784

• 5B (CH) > 5C > 236B > 5B > 5C > JC > DJ.BB > J.8D > 5AB (anti-air punish combo against Mitsuru's and Yu's BD) 3523

• (cross-up Tomoe) JBB > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB I couldnt do this. 5AA took to long and Tomoe would disappear so I took out 5AA and it worked 2331

• (cross-up Tomoe) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 2B > 2AB 2939

• Power Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > dash 5C > 5B > 5C > 5AB (0%@4740)

• 5AB (AA) > 5C > 5AB 588, can add 5B before 5C for 766 Not done on counterhit

• 5C (CH) > dash > 5AA > 5B > 2B > 2AB 1865

• 5C (AA) > dash > 5A > 5C > JBB > J8D > 5AB (must be low to the ground) 2170, add 5AB at the end for 2252

• 5C (AA + CH) > 5B > 5C > JC > JBB > J8D 2715, add 5AB for 2797

• 5CD (CH) > 2A > 5C > 5AB 1784

• 5DD > 5B > 236B > 5AA > 5B > 2B > 2AB depending on how many hits you get from 5DD, damage can range from 1900-2080

• 2AB > 236236A > 2B > 5C > 236B > 5B > JBB > J8D > 5AB 2977

• 214D (FC) > 2B > 5C > 236B > 5B > JBB > J8D (%@) 2909 add 5AB for 2970

• 214CD (CH) > 5B > 5C > 5AB 2139

Damage Focus; not necessarily good positioning

• 2A > 5AA > 5B > 2B > 236A > 236A > 236C 1840

• 2A > 5AA > 5B > 5C > 236A > 236B > 236D (croucher only) 2280

• 2A > 5B > 2B > 236A > 236A > 236236A > dash 5C > 236B > 236B > 236D 3056

• 2A > 5b > 2B > 2AB > 236236A >5B > 5C > 236B > 236B > 236D 3198 I made this using the combo above

• 2A > 5B > 5C > 236A > 236B 236A > 236236A > dash 5C > 236B > 236B > 236D (croucher only) 2249 236D dosent connect. Replace the first 236B for 236A to connect for 3229. The combo is not a croucher anymore

• 5AB-C (FC) > JD > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (50%@4422)

• AA 2B > JC > JBB > J8D > 236B > 236B > 214C > 236236D 4294 Not counterhit

• JB (CH) > 5B > 5C > JC > JBB > J8D > 236B > 236B > 214C > 236236D 4442

• Throw OMC > 5C > 236B > 236B > 236D (50%@3051)

• Throw OMC > 5C > 236B > 236B > 236D > 214214D 4068 requires awakening damage depends on how many meteors hit

• Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (0%@3147) (works without dashing in the corner, or against Akihiko, Mitsuru, and Yosuke)

• Throw (CH) > dash 2A > 5C > 236B > 236B > 236D > 214214D 3927 damage=metetors that hit (works without dashing in the corner, or against Akihiko, Mitsuru, and Yosuke)

• Throw (CH) > dash 5B > 5C > 236B > 236B > 236D (0%@) (works without dashing in the corner, only works against Teddie)3282

• Throw OMC > 5B > 5C > 236B > 236B > 236D (0%@) (only works against Teddie) 3162

• Throw OMC > 5B > 5C > 236B > 236B > 236D > 214214D (only works against Teddie) 3942

• Throw OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@4416)

• 5B > 2B > 236A > 236A OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@5023)

• 5B > 2B > 236A > 236B > 236D OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@6152, crouching only)

• 5B (CH) > 2D > dash 5B > 5C > JC > JBB > J8D > 236B > 236B > 214C > 236236D (50%@5333)

• 5B (CH) > 5C > 236B > 5B > 5C > JC > DJ.BB > J.8D > 236B > 236B > 214C > 236236D (anti-air punish combo against Mitsuru's and Yu's BD)3646 B.skullcracker dosent connect. Take out JC and B.skullcracker/combo works 5078

• 5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (50%@4216)

• 5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > microdash 5C > Dash 5A > 5C > 214C > 236236D (100%@5399)

• 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, must be near corner when starting)

• 214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@4980)

• 214CD (CH) > 5B > 5C > 236B > 236B > 214C > 236236D 4212

• 236236C OMC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4898)

• Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > dash 5C > 5B > 5C > 214C > 236236D (50%@6797)

CORNER

Gives Hard Knockdown; Leads into Oki

• 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1722)

• 2A > 5B > 5C > 236B > 5AA > 5B > 2B > 2AB (croucher only) 1873

• 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (0%@) 3295

• 5C (CH) > 5B > 5C > 236A > 236A > 5B > 5C > 5AB (0%@) 2575

• 5AB-D (FC) > 2B > 5C > Dash 5B > 5C > 2D > JD > 5AB (0%@) :thumbu:3004 This is my favorite of all the combos

• 5BD (CH) > 5B > JC > 8D > 5AB (0%@2671)

• JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545)

• JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@3374, Crouchers only)

Damage Focus; not necessarily good positioning

• 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000)

• 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095)

• 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, Also works near corner)

• 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4756)

• 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720)

• 5BD (CH) > 5B > JC > 8D > 236B > 236B > 214D > 236236D (50%@4722)

• 214C (FC) > 236236A > Dash 5C > 5B > 5C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432)

• 214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (100%@5733)

• 214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (50%@5174)

• Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[walk back] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (50%@7210)

• JBB > 5B > 5C > 2B > 2C > 236A > 236A > 5B > 5C > 236B > 236B > 214D > 236236D 4906

• JBB > 5B > 5C > 2B > 2C > 5B > 236A > 236B > 5C > 236B > 236B > 214D > 236236D (crouching only) 4973

Edited by ozzy830
Posted

Thanks for testing! I admit some of those were just what I thought were optimal and I was going to double check them and try to find something better in some situations regardless when I tested for meter gain and damage. That list is still a WIP - not sure how I should organize it. I tried to hit all the applicable starters Chie has like mix-up JBB and 2A, 5A pressure, AoA, CH JB and 5C, and punishers.

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