Chris Chaos Posted November 12, 2013 Posted November 12, 2013 22C > astral won't work in most cases. Care to share which one's will not? I've seem to hit a ton of characters with 22C > Astral in the corner w/o issues. I'd like to know them because I'd rather not waste meter on the situations that won't guarantee me the game.
LuminAbyss Posted November 12, 2013 Posted November 12, 2013 i think he means midscreen, it's guaranteed corner (barring combo time stretching combos).
xlolxlolx Posted November 13, 2013 Posted November 13, 2013 some big punish combos at 50% hp fullscreen: ch 2c/5c>ct>OD>(dash)5c>2d>dc>5c>5d(1)>gh>delay followup>(dash)6b>ds>dc>dash 5c>DID kick>j.d>air bs>cs 7581/7848, can start at 41/40 meter ch 5c>ct requires crouching midscreen/near corner: ch 2c/5c>ct>OD>(dash)5c>2d>dc>madao>(dc)>ds>(dc)>5c>5d(1)>gh>followup>j.c>DID kick>j.d>air bs>cs 7794/8067, can start at 43/42 meter ch 5c>ct requires crouching, omit j.c if you do madao>dc>ds and requires ~2 more meter
Callisto Posted November 13, 2013 Posted November 13, 2013 Can you do CH 5C > CT? I haven't been able to get it to land.
Elochai Posted November 13, 2013 Posted November 13, 2013 CH 5C > CT only works on crouching iirc. Sent from my SCH-I535 using Tapatalk
Callisto Posted November 13, 2013 Posted November 13, 2013 Ahhh, thanks, didn't catch the requires crouching part at the end.
Spirit Juice Posted November 15, 2013 Posted November 15, 2013 So I'm having issues with doing GH > BS > DID midscreen combos against certain characters. For example, same combo timing and choosing whether to dash at certain parts (aside from dash 5B after BS) against Jin is completely different than Valk or Hazama. Is there some sort of trick? If so, I can't seem to find it or it's voodoo magic. The part that is always dropping for me is after the BS. :|
xlolxlolx Posted November 15, 2013 Posted November 15, 2013 are you doing gh midcombo or as a starter? for gh>followup>6a>tk bs you almost never need to dash because youre already up next to them some characters float a little differently so you'll need to make the adjustment based on how you hit them, like say 5d(1)>hf, alot of the times they'll float slightly differently, if theyre too far away then you dash so 6a will hit and for them to float higher after the bs, if theyre to high and close up then you delay the 5b without dashing, if that makes sense to you haha
Spirit Juice Posted November 15, 2013 Posted November 15, 2013 Yeah Jiyuna helped me out and gave me an easier, simpler combo. The one listed as the midscreen 5B 6A GH combo is "shitty", said Jiyuna. lol
xlolxlolx Posted November 15, 2013 Posted November 15, 2013 that one's just a day 1 combo i messed with to see if cs type stuff was still doable, the go-to bnb now is probably just 5b>6a>gh>followup>6a>tk bs>dash 5b>5c>5d(2)>hf>dash 5b>5c>5d(2)>DID kick
Spirit Juice Posted November 15, 2013 Posted November 15, 2013 That's more or less what Jiyuna gave me. No idea why it's not on the list though.
Spirit Juice Posted November 15, 2013 Posted November 15, 2013 Should we write down some practical combos that can be added in then? :|
Callisto Posted November 15, 2013 Posted November 15, 2013 I have several practical(see: I have bad execution so they're easy, TKBS is too finicky for my taste midscreen so none are really using that) that I've been recording videos of during this week but I haven't had time to sift through, write down the damage/heat and cut videos. Mostly focusing on meterless stuff and also trying to come up with decent combos off of a BS fatal for the Kokonoe matchup. I'll try to post some stuff this weekend.
Lucalibur Posted November 15, 2013 Posted November 15, 2013 (edited) Should we write down some practical combos that can be added in then? :| Sounds like a good idea lol. I don't even bother reading the OP for the most part since most of the combos are outdated as hell. I digged up some combos after wasting about 30 minutes on training mode but I don't know how optimal they are. All tested on Bullet, so changes may be required. 5B>5C>2D>RC>5C>5D(1)>214A>(Delay)5B>5C>jc>J.C>jc>J.C>J.214C>Dash 5C>5D(2)>22C>236D>623D Ender Requires: 50 Heat Damage: 4662 heat Gain: 20\-30 Lifesteal: -- 5B>5C>214A>RC>6C>214B~214D>6A>J.214D>5B>5C>SJC>J.C>J.D>J.214C>5D(2)>623D Ender Requires: 50 Heat Damage: 3619 Heat Gain: 17\-33 Lifesteal: -- 623C>236C>236C>3C>22C>236D>DC>3C>214A>214D Requires: Close to corner Damage: 2515 Heat Gain: 17 Lifesteal: -- 5B>5C>OD>5C>2D>DC>623D>236C>214D>J.D>J.214B~214D>214214D Requires: 50% Health, 50% Heat Damage: 5357 Heat Gain: 27\-23 Lifesteal: -- Edited November 16, 2013 by Lucalibur
jetblaksuit Posted November 16, 2013 Posted November 16, 2013 That first combo should read 4662 damage.
Kuraudo_V6 Posted November 16, 2013 Posted November 16, 2013 That first combo should read 4662 damage. Damn. Thought it was too good to be true.
Lucalibur Posted November 16, 2013 Posted November 16, 2013 Fucking typos lol. Sorry about that. Fixing it ASAP.
KayEff Posted November 16, 2013 Author Posted November 16, 2013 corner to corner BS fatal combo FC 214D > dash 6D > j.D w > 2C > 5C > 5D(1) > 214B > 5B > (delay) 5C > 5D(1) > delay 214A > 5B > (delay) 5C > hjc j.B > j.C > jc j.C > j.D > 623D >> 236C >> 214D Damage: 4402, Heat: 31 with CT: FC 214D > dash AB > 6D > j.D w > 2C > 5C > 5D(1) > delay 214B > 5B > (delay) 5C > 5D(1) > delay 214A > dash 5B > 5C > 5D > 623D >> 236C >> 214D Damage: 5094, Heat: 23-25 = -2 i've only tested this on hazama so far. lemme know if this doesn't work for anyone else.
Spirit Juice Posted November 16, 2013 Posted November 16, 2013 Mods should go back and clean up the combos in the OP. Remove out-dated/impractical combos.
KayEff Posted November 16, 2013 Author Posted November 16, 2013 (edited) i'll do it when i'm done with the quarter, unless fu does it before me. so please be patient with me as i fail in my college studies Edited November 16, 2013 by KayEff
Fistmaster049 Posted November 17, 2013 Posted November 17, 2013 Might wanna throw this in there too requires CH,crouching and corner CH 5C- CT - 5B - 3C - 22C - DS - 5C - j.c j.C - BE - 5C - 5D(2) - D ID into axe kick = 5457 damage Uses 25 meter and builds 24
Callisto Posted November 17, 2013 Posted November 17, 2013 How does the 6D > j.D whiff work? Anyone have an example video?
Elochai Posted November 17, 2013 Posted November 17, 2013 (edited) You're just doing j.D really low to the ground after 6D. In other words, slightly delay the j.D. 6D puts you in the air anyway, so you're just pressing D. Edit: Here's an example. Probably not the best since this is during pressure and not during a combo, but it illustrates 6D > j.D whiff. Go to 6:22 if the timestamp doesn't work. Link. Edited November 17, 2013 by Elochai
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