ozzy830 Posted March 9, 2013 Posted March 9, 2013 No problem! They were fun to do. It was like an experiment so I learned from it. I liked the 5AB-D (FC) > 2B > 5C > Dash 5B > 5C > 2D > JD > 5AB combo 3004. Its unique and does 300 more damage than the bnb version 5AB-D > 5B > 5C > 2D > JD > 5AB 2756? something like that . The problem for me was not dropping it. 2B in the combo has to be done quick and sometimes JD didnt connect every hit. I might change my bnb to this combo if I pull it off most of the time.
Primiera Posted March 10, 2013 Posted March 10, 2013 I'm inconsistent with it too, mainly the final JD. I THINK the key is to delay the 5C chain, and the 5B pick-up. That should allow the opponent to stay low enough for JD to get every hit in.
Mo the Hawk Posted March 11, 2013 Posted March 11, 2013 I got the timing nailed down on those Narukami/Yosuke j.B loops now. Thanks guys!
ozzy830 Posted March 11, 2013 Posted March 11, 2013 Your welcome! Getting it down on netplay is the hard part. Well on xbox. I did it on ps3.
Primiera Posted March 11, 2013 Posted March 11, 2013 (edited) Ozzy, after a bit of practice, the key in getting 5AB (D) > 2B > 5C > 5B etc. lies solely on the delay from the initial 2B > 5C. You can delay the 5C an insanely long time, compared to her standard 5B > 5C delay in her corner combos. I found the combo afterwards extremely consistent so long as you let them drop enough after the 2B. Edited March 11, 2013 by Primiera
Primiera Posted March 14, 2013 Posted March 14, 2013 I've been thinking about switching my mid-screen oki BnB from 5AA > 5B > 2B > 2AB to 5AA > immediate 5C > 2B > 5B > 2AB. It would make crouch confirms even simpler than they are, instead of 5AAA > 236B it'd be 5AA > 5C > 236B, which has absolutely no variation three hits in. Does anyone know the pros and cons of doing this over the stock BnB? Like a worse knockdown or inconsistency with hit-boxes?
ZomB Posted March 14, 2013 Posted March 14, 2013 5aaa>236b will build you a LOT more meter(and some burst gauge) for one also the knockdown is a little further away on standing opponents so if your opponent immediately techs and doesn't instant block they'll barely have to block tomoe at all.
Colpevole Posted March 14, 2013 Posted March 14, 2013 While the knockdown may be further away, does this combo push closer to the corner (even slightly)? 5AAA 236B is still better for crouching confirms but for standing confirms if this other combo does a good amount more damage/corner carry than it's worth the slightly worse Oki (if it's that far away, just use 5D and go for pressure; midscreen mixup isn't that great anyway)
mMarikom Posted April 5, 2013 Posted April 5, 2013 A Chie SMP I came up with for a combo video (236236A) FC 236A 236A 236236A dash 5B 2B jBB jA jC OMB (Wait) Sweep 236236A [5C 236B 236B]x4 236C Depending on if you use 236236B or 236236A in the beginning it might add a LITTLE power charge time and therefore more damage but I got around 7.9k for it,
Primiera Posted April 8, 2013 Posted April 8, 2013 (edited) Anyone use j.BBC combos over j.BB in their oki? j.C isn't an overhead, of course, but it adds a few hundred damage and a little bit more meter to most or all of her combos. You have to adjust, like instead of corner j.BB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB in the corner it's j.BBC > 5B > 5C > 236A etc, and IIRC from my testing you have to stop at 2B for a damage ender rather than 2C. Corner crouch confirm combos were untouched, just more damage (IIRC). I don't know, there doesn't seem to be much reason NOT to add in the j.C unless you're going for j.BBA or mix-ups like j.BB > naked AoA or Skull Cracker. Edited April 8, 2013 by Primiera
ZomB Posted April 12, 2013 Posted April 12, 2013 Is 5a/2a tight after jbbc on block? That'd be a main reason I would avoid using it. j.bb 5a is a tight blockstring so you can't be DP'd, and you already mentioned the options of goign low/aoa/instant skullcracker that are useful to have.
Primiera Posted April 12, 2013 Posted April 12, 2013 Is 5a/2a tight after jbbc on block? That'd be a main reason I would avoid using it. j.bb 5a is a tight blockstring so you can't be DP'd, and you already mentioned the options of goign low/aoa/instant skullcracker that are useful to have. Ah, I said that on the basis of thinking JBB > 2A wasn't air tight. I actually always get mashed out between air dash JBB > 2A on block if they try it, so I thought it wasn't me. Guess I gotta time it better then. In that light, yeah, JBB all the way.
Colpevole Posted April 12, 2013 Posted April 12, 2013 j.BBC > instant overhead skull cracker might be a nice gimmick though, although probably somewhat tough to time.
BlackYakuzu94 Posted April 12, 2013 Posted April 12, 2013 Two things: 1. Whats better for Oki, 2D or 5D. I believe 2D is faster and gives more advantage if I'm right. 2. What are some decent blockstrings? I've seen stuff like 5A>2A>5B>2B>5C>stuff work reasonably well.
Colpevole Posted April 12, 2013 Posted April 12, 2013 Two things: 1. Whats better for Oki, 2D or 5D. I believe 2D is faster and gives more advantage if I'm right. 2. What are some decent blockstrings? I've seen stuff like 5A>2A>5B>2B>5C>stuff work reasonably well. 5DD is far better for Oki in every situation except 100% inescapable Tomoe setup after AoA bounce because it gives far more advantage and lasts longer in general, so delay tech doesn't screw it up as much. Blockstrings can range anywhere from 5A > 5A > 66 5A > 5A, etc to running 5B staggered pressure to blitzing through all of your normals and throwing in an AoA/crossup/backdash to reset pressure in there. Chie is very freestyle that way, just watch vids and see what you think works best. The combo thread probably isn't the best place to be asking these types of questions.
BlackYakuzu94 Posted April 12, 2013 Posted April 12, 2013 I completely missed that pressure/mix up thread. Thanks, I guess I'll take it there.
ozzy830 Posted April 13, 2013 Posted April 13, 2013 A Chie SMP I came up with for a combo video (236236A) FC 236A 236A 236236A dash 5B 2B jBB jA jC OMB (Wait) Sweep 236236A [5C 236B 236B]x4 236C Depending on if you use 236236B or 236236A in the beginning it might add a LITTLE power charge time and therefore more damage but I got around 7.9k for it, You inspired me to make a SMP combo. My toasty vid: http://www.youtube.com/watch?v=_Y3te8wHr9o Inputs are: (236236A) 236A(FC) Dash 5A 2A 2B 2AB 236236A 5B JC JBB 236A(2hits) OMB [5C 236B 236B]x4 214C 236236C 7.3K Power Charge B adds 200 damage 7.5K I also made up a (Regular) combo for 7.5K. Since Im poor there is another toasty vid: http://www.youtube.com/watch?v=uepY2JGeR0Q Inputs: 5B(CH) 2D 236236A 5B 5C 236B 236B 236D OMB 236236A 214D 236236D I'm currently trying to make a combo that demolishes Kanji Health....
mMarikom Posted April 13, 2013 Posted April 13, 2013 ^ Your SMP was prettier than mine because it has the GH in it. A little less practical but considering its a 150 SP combo off of a fatal 236A starter practicality is hardly an issue. I like it. The regular combo is hot though. People fail to realize how much damage Power Charges add to stuff. I want to come up with a combo that could take out Kanji too but short of something involving 2 Power Charges and GH or 3 Power Charges I'm not too sure we can. But alas, I suck at this game now (I got my rank pushed all the way back down to A+ and a win percentage of like 38% in player due to several unwise decisions in 0 bar matches) so I feel like it's more up to you than me...
ozzy830 Posted April 13, 2013 Posted April 13, 2013 Don't worry, I'll find that combo (I hope). I'm thinking of starting with a FC 5D. (The last hit is FC). There are so many experiments to run. Oh and don't worry about win percentage, mine is about 40% on player but that's because I never leave lobbies to learn MUs better (looks at Bace and Psyken). I can be a jerk and face people who cant play but that's no fun. I choose to face people who can PWN me since you learn from every lost, I gotten a LOT better as a result. But I still need MU exp....
Primiera Posted April 13, 2013 Posted April 13, 2013 I can be a jerk and face people who cant play but that's no fun. I choose to face people who can PWN me since you learn from every lost, I gotten a LOT better as a result. But I still need MU exp.... That's a fantastic way of playing.
ozzy830 Posted April 13, 2013 Posted April 13, 2013 Thanks Today Im gonna be in the lab practicing for that kanji damage. Then maybe I'll netplay.
Primiera Posted April 13, 2013 Posted April 13, 2013 You could fiddle around with 5B (CH) > 2DD > 236236A > 236236A > 236236A into stuff, like the challenge mode combo. https://www.youtube.com/watch?feature=player_detailpage&v=SljTZDXQLZ8#t=175s I doubt that's completely optimal. Maybe going for JBB (possibly JBBC if you time it near the end of 2DD) or something after the 2DD would beef up the combo enough to kill Kanji, not sure.
mMarikom Posted April 13, 2013 Posted April 13, 2013 I feel like something like that might work because of the amount of time in level 2 or 3 Power Charge...
ozzy830 Posted April 14, 2013 Posted April 14, 2013 I MADE ONE GUYS!!! Sorry to hype!! Well heres a short and easy kanji killing combo. Only hard part (for me) was getting 236236A after 214C(FC). I used my brothers phone for this, so its kinda loud and a little less toasty: http://www.youtube.com/watch?v=bc-U8iiXvAU&feature=youtu.be Inputs are:236236A 236236A space 214C(FC) 236236A J236D OMB 5C 236B 236B 236D.
Primiera Posted April 14, 2013 Posted April 14, 2013 If you wanna go the pre-236236A route, you can just do 236236A > 236236A > 236236A > 236B (FC) > 236B > 236D > Burst > 236D. 11056 damage in four attacks.
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