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Posted (edited)

5C (CH) > 2A > 5AA > 5B > 2B > 2AB (0%@1,909) - mid-screen standard oki ender.

5C (CH) > 5B > 5C > 236B > 5AA > 5B > 2B > 2AB (0%@2,660, crouchers only) - mid-screen oki ender on crouchers.

5C (CH) > 5B > 5C > 2B > 5B > 236A > 236A > 236C (0%@3,020) - mid-screen meterless damage.

5C (CH) > 5B > 5C > 236B > 236B > 236D (0%@3,442, crouchers only) - mid-screen meterless damage on crouchers.

5C (CH) > 5B > 5C > 2B > 236A > 236A > 236236A > dash 5C > 236B > 236B > 236D (50%@4,184) - mid-screen Super combo.

5C (CH) > 5B > 5C > 2B > 236A > 236B > 236236A > dash 5C > 236B > 236B > 236D (50%@4,306, crouching only) - mid-screen Super combo on crouchers.

5C (CH) 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@2,609) - corner oki combo.

5C (CH) > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@3,536, crouchers only) - corner oki combo on crouchers.

5C (CH) > 5AA > 5B > 5C > 2B > 2C > 5B > 236A > 236A > 236C (0%@3,310) - corner meterless damage.

5C (CH) > 5B > 5C > 2B > 2C > 5B > 236A > 236B > 5C > 236B > 236B > 236C (0%@3,982, crouchers only) - corner meterless damage combo on crouchers.

5C (CH) > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4,929) - corner Super combo.

5C (CH) > 5B > 5C > 2B > 2C > 5B > 236A > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5,096, crouchers only) - corner Super combo on crouchers.

214CD (CH) > 5B > 5C > 5AB (25%@2,139) - oki ender, works anywhere.

214CD (CH) > 5B > 5C > JB > JC > JBB > JC > 236C (25%@3,261) - damage ender, works anywhere.

214CD (CH) > 5C > 236B > 236B > 5C > 236B > 236B > 236236D (75%@4,474) - corner Super combo.

Throw (CH) > 2A > 5C > 5AB (0%@1,784) - oki ender, works anywhere.

Throw OMC > 2A > 5C > 5AB (50%@1,664) - oki ender, works anywhere. Not really useful.

Throw OMC > 5C > 236B > 236B > 5C > 236B > 236B > 236236D (100%@4,134) - Super ender, near corner/corner only.

Edited by Primiera
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Posted (edited)

Hey, does anyone know 214CD (FC) optimal oki and damage enders? It doesn't seem to give a lot of juggle opportunity compared to 214D. Best I've got for oki is 5B > 5C > 5AB.

Edited by Primiera
Posted
Hey, does anyone know 214CD (FC) optimal oki and damage enders? It doesn't seem to give a lot of juggle opportunity compared to 214D. Best I've got for oki is 5B > 5C > 5AB.

214CD doesn't FC, personally the only time I ever use it is against Yukiko for the super armor. I know you can do these:

214CD(CH) , 5B > 5C > jB > jC > djBB > jC > 236C (25%@3261)

214CD(CH) , 5C > 236B > 236B > (66) 5C > 236B > 236B > 214C > 236236C (75%@4474)

Second one only works if you get them to the corner.

Posted

Hey guys, I wanted a strong punish combo for when I had a burst available and I came up with this:

https://www.youtube.com/watch?v=8wK3z9mBZhg

5B (CH) 2D dash 5B 5C 236B 236B 236D (OMB) dash 5C 236B 236B 214C 236236D

(D blackspot in the corner)

It does a little over 6500 damage without the corner, and over 6600 in the corner. Slightly more than Lockhart's combo and it is a bit more uniform to Chie's other combos.

Edit: Note the corner carry, you will get the corner damage as long as you're about half a screen out of the corner.

Posted

You need to be using j8D for the air oki enders.

If you go in to j8D off a jBB your momentum is already shifting downwards so you land sooner, perform the AOA about when Tomoe performs the last hit of j8D.

If you go in to j8D off of a jC, you are going to have a much harder time landing the AOE. I recommend just using sweep and not setting up a Tomoe mixup.

(2 Oki combos DO use j.D, and that's the corner AB~D combo and the midscreen AB~C combo, but both of in instance 1 you perform it very low to the ground and land quickly, in instance 2 you use a 5B to catch your opponent before comboing in to the AOA)

Posted (edited)

2AB > 236236A> 5B > 5C > JC > JBB > J.8D > 5AB (50%@2,620) - mid-screen oki ender off a naked sweep Power Charge mix-up.

2AB > 236236A > 5B > 5C > 236B > 236B > 5B > 5C > 5AB (50%@2,994) - corner oki ender off a naked sweep Power Charge mix-up.

2AB > 236236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5,388) - near corner/corner Super ender off a naked sweep Power Charge mix-up.

Edited by Primiera
  • 1 month later...
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.

  • 3 weeks later...
Posted (edited)

Found this impractical thing today fooling around in training mode: A Kanji-killing 10570 damage for 150 meter and a burst from j.BB during oki, using a reset between A-Rampage and B-skull cracker.

Start in the corner or during cross-up oki into j.BB, end in the corner.

j.B (final 5DD staff hit) j.BB > 5B 5C > 2B 2C > 236236A > 5B 5C 2B 2C > 236236A > 5B 5C 2B 2C > 236A (*) 236B > 236D OMB > dash 5B 5C > 236B 236B > 214D 236236D [150%, OMB, 3342+7228 dmg, crouchers only]

The combo resets at the (*) between the rampage and skull cracker. Mash DP / mash 5A / correct blocking gets out but it could easily catch an opponent off-guard going directly into the skull cracker high-low mid-combo. And the damage off of that raw skull cracker with 2x power charge is delicious.

If you do this off of a raw j.BB (no oki) then the first part does ~200 more damage. It kills a full-health Kanji either way!

Edited by logichole
Posted (edited)

While impractical, yes, I actually never considered doing the 5B 5C 2B 2C repeats into themselves to get the threat of a Level 2 install. And the good thing about the reset is if it's blocked, you're safe. If you're playing against a masher then obviously you should play around it. I dunno if you can combo into 236A236A (or AB) to make it legit combo then work from that reset. I'd play around with it, but I'm refusing to turn on my 360 until I'm done with my project :P

I like the fresh idea though. I'm gonna play around with it at the next gathering here. Thanks :)

Edited by Ryyudo
  • 2 weeks later...
Posted

If you have 150 meter before your first super that sounds good to me, I've been practicing it myself. It's worth noting though that depending on the combo, the opponent can tech out before you can hit them with the second super. I'll see if I can come up with a list later today.

In general, though, if you have 150 meter AND BURST, you get a lot more damage by squeezing two Power Charges in somewhere, then having your combo ender be 236D > OMB > 236CD > j.236CD > j.236D. We're talking character-killing damage here, though, so these situations rarely present themselves. If you're caught in the corer by a Chie with 150 meter and Burst, you pretty much deserve to lose.

Also would D super actually land? I've only been using C super so far and that barely has enough time to land as is.

Posted

I'm pretty sure it's 236236C, and yeah, it's almost certainly optimal. It's weird to ever have 150 meter in a match AND be able to kill your opponent with that meter, though. I'd say you're probably not using meter aggressively enough if you get into that situation. The only times I ever have 150 meter are when I'm getting bodied, so a single combo won't finish them regardless.

Posted

Hey guys, I'm working on something entirely new for this combo thread talking about combo routes and optimizing damage, but I just wanted to leave this combo here to help some people with their punishes.

vs Mitsuru after blocking a DP you can buffer 5B and CH her before she lands. This stops her from being able to bufudyne! Before I used to use a pretty suboptimal combo in these situations, but here's some big damage:

5B 5C 236B 5B 5C j.C dj.BB j8D -> (AoA oki ender or 236B~236B 214C 236236D damage ender)

This combo is also really useful against Narukami! Dash under his blocked DP and 5B him before he lands if he is in awakening mode, otherwise he can cancel the DP in to Cross Slash on the ground and hit you from behind. It's a little harder on Mitsuru to get the height right, but know that you have a lot of time after the CH 5B to confirm 5C's height.

  • 3 weeks later...
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?

  • 3 weeks later...
Posted

Found out today that you can do C+D (CH) > 2A > 5C > 236B etc on Yosuke without moving whatsoever. Also, Teddie gets hit by C+D (CH/OMC) > 5B > 5C etc, and it's actually easier than 2A as a starter.

Posted

I'm trying to figure out a 100 meter "damage" punish that's actually worth it. IIRC adding in a Power Charge to the standard 5B > 2D and completing the combo only adds about 400, which you can just get by changing certain moves to AB or CD versions.

Posted
Found out today that you can do C+D (CH) > 2A > 5C > 236B etc on Yosuke without moving whatsoever. Also, Teddie gets hit by C+D (CH/OMC) > 5B > 5C etc, and it's actually easier than 2A as a starter.

Mitsuru and Akihiko are the other two characters that don't require you to dash to get the full CH throw combo. Also the 5B on Teddie only works after an air throw, just to clarify.

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 can't find the video anymore either, but I'll try to explain.

For the first God Hand, back up a tiny bit at the start, and do 214D so that it hits Yu at the height of his jump. Instead of cancelling directly into God Hand like the official demonstration, though, you can get a little extra height on Yu by linking 214D into 2D after he bounces off the wall. 2D will knock Yu even higher and cause another wall bounce. Then finally perform God Hand C just AFTER the second wallbounce. If done correctly, God Hand's hitbox will appear slightly before Yu actually touches it, and Yu will fall into the hitbox. So it's the latest possible moment the attack can hit, combined with the longest time he can spend falling back down to the ground.

This should keep Yu grounded long enough for you to recover and pick him up with 2A for the next super. From here you can combo him however you like, as long as it ends in a One More Burst to knock him high into the air. I used 2A 5C 214C OMB. After the OMB, the same principles apply: wait until Yu is as high as possible (just before he starts falling back down), and input God Hand D. If done correctly Yu will touch the very tip top of the super's hitbox.

If you got this, the last super is cake: 2A -> whatever you want -> God Hand C. I used 2A 2C 214C again.

Posted
Mitsuru and Akihiko are the other two characters that don't require you to dash to get the full CH throw combo. Also the 5B on Teddie only works after an air throw, just to clarify.

5B works on Teddie off a regular throw, CH or OMC.

Posted
I can't find the video anymore either, but I'll try to explain.

For the first God Hand, back up a tiny bit at the start, and do 214D so that it hits Yu at the height of his jump. Instead of cancelling directly into God Hand like the official demonstration, though, you can get a little extra height on Yu by linking 214D into 2D after he bounces off the wall. 2D will knock Yu even higher and cause another wall bounce. Then finally perform God Hand C just AFTER the second wallbounce. If done correctly, God Hand's hitbox will appear slightly before Yu actually touches it, and Yu will fall into the hitbox. So it's the latest possible moment the attack can hit, combined with the longest time he can spend falling back down to the ground.

This should keep Yu grounded long enough for you to recover and pick him up with 2A for the next super. From here you can combo him however you like, as long as it ends in a One More Burst to knock him high into the air. I used 2A 5C 214C OMB. After the OMB, the same principles apply: wait until Yu is as high as possible (just before he starts falling back down), and input God Hand D. If done correctly Yu will touch the very tip top of the super's hitbox.

If you got this, the last super is cake: 2A -> whatever you want -> God Hand C. I used 2A 2C 214C again.

I'll give it a shot! Thanks for the explanation!

Posted
5B works on Teddie off a regular throw, CH or OMC.

Could've sworn I could never get that to work off a ground throw... I'll give it another shot.

Posted

This might be something that's not a big deal but when I'm doing the corner bit 5B>2B>236A>236A>5B>5C>236B>236B>5C>5AB, it ALWAYS drops before the 236B Skull Cracker at about 14 hits and to get things to work, I have to use 236B>236A. Is there a specific with that that you have to do to get it work, is using 236A for the second Skull Cracker okay, etc. Just curious since a pretty simple corner thing I can do (that most likely isn't that optimal) 5B>2B>236A>236A>5B>5C>236B>236A>214C>236236C for a bit over 4k.

Posted (edited)
This might be something that's not a big deal but when I'm doing the corner bit 5B>2B>236A>236A>5B>5C>236B>236B>5C>5AB, it ALWAYS drops before the 236B Skull Cracker at about 14 hits and to get things to work, I have to use 236B>236A. Is there a specific with that that you have to do to get it work, is using 236A for the second Skull Cracker okay, etc. Just curious since a pretty simple corner thing I can do (that most likely isn't that optimal) 5B>2B>236A>236A>5B>5C>236B>236A>214C>236236C for a bit over 4k.

You have to delay the 5C and 236B a bit, otherwise the opponent will drop out from being too high. The damage combo off of 5B in the corner is 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D. Personally I don't land raw 5B in the corner almost ever unless it's a punish (most often 5A, 2A, JB, 214D, 5AB, or some other mix-up will start the combo), in which case 5B > 2D etc completely smokes 5B > 5C.

Edited by Primiera
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