-Kid Posted May 6, 2014 Posted May 6, 2014 6D > j.D whiff > slight delay 5B > delay 5C > jump cancel > j.C > double jump cancel > j.C > BE > 663C > 22C > DS > delay 2C > immediate 5C > 5D(2) > DID/HF. dmg: 4238 / 4193 hg: 28 / 28
Zeromus_X Posted May 11, 2014 Posted May 11, 2014 For this combo: 5D(1) CH > CT > 6C > delay 6D > j.214D > 665B > 5C > 5D(1) > GH > 665D(2) > 22C > DID. DMG: 4942 HG: 19 Lifesteal: Does the air Blood Scythe have to be TK'd, or do I just cancel it off of 6D? Is there any specific timing I need to be aware of? I keep getting the opponent too low to dash 5B afterwards.
floatwater Posted May 11, 2014 Posted May 11, 2014 You just cancel it off of 6D, it's mostly a spacing thing though to get it right. I'd rather go for 22C > DC > 5C than to go for something like that.
KayEff Posted May 11, 2014 Author Posted May 11, 2014 i'd rather do 6D > j.D w > 5B > 5D(1) > HF > stuff
-Kid Posted May 11, 2014 Posted May 11, 2014 I'd rather go for 22C > DC > 5C than to go for something like that. Same..if it worked on the whole cast..
Tong Posted May 12, 2014 Posted May 12, 2014 Just doesnt work on Arakune and Kokonoe. It's extremely hard on Makoto also. Be honest, this specific is just tooooo stronk for us
Koga_Noid Posted May 14, 2014 Posted May 14, 2014 Welp, time to redo my CH5D combo. (corner) 5D < CT < 3C < 22C < 236D < 2C < 5C < j.C < j.C < j.214C < 5B < 5D(1) OD < DID(Heel Drop) < j.D < j.214D < Scissors Dmg: 7197 I'll get to work on some FC D Inferno Divider stuff sometime for shits and giggles.
WolfCrimson Posted May 14, 2014 Posted May 14, 2014 FC D ID corner meterless combo for 4.8 K: Fc D ID> 3C >22C >dc >5C >5D(1) >DS >2CC >hjC >BE >5C >5D >HF >tsuika
Tong Posted May 14, 2014 Posted May 14, 2014 25% Health OD Corner Punish combo: CH 5C (JCC) OD> dash 5B> 3C> 22C> DS> 5C> CS> DID~Kick> j.D> 214B~214D (JC)> j.214D> DbD Damage: 7955
Callisto Posted May 14, 2014 Posted May 14, 2014 Anything super-important that doesn't work anymore now that 1.1 is out? Mostly concerned on if 665C or 665D still hits after BE in situations where it normally would have already.
BlackYakuzu94 Posted May 14, 2014 Posted May 14, 2014 FC DID corner carry combo, 3.7k FC DID>5C>5D(1)>GH>6A>TK BS>dash 5B>5D(1)>HF(1)>5B>5D>C ID.
D.R.F. Posted May 14, 2014 Posted May 14, 2014 Anything super-important that doesn't work anymore now that 1.1 is out? Mostly concerned on if 665C or 665D still hits after BE in situations where it normally would have already. Late in combos, dash 5C and 5D will drop because there is simply less untech time on belial edge, and in general belial edge shouldnt be used later portions of combos anymore.
floatwater Posted May 14, 2014 Posted May 14, 2014 The fuck? it's the same. you can just do the same thing.
D.R.F. Posted May 14, 2014 Posted May 14, 2014 The fuck? it's the same. you can just do the same thing. Idk. Some combos actually felt easier because I didnt have to wait for them to get lower so 5C could connect but other combos just dropped on me
Tong Posted May 15, 2014 Posted May 15, 2014 Combos where BE> 5D was necessary because 5C/2C> 5D failed, will no longer work. BE> DID or BE> 5B> DID finisher are now required in these cases. Example: Pre-patch 6B> 5D(1)> DID~Punch> 3C> 22C> DS> 5C (JC)> j.C> j.214C> 5D> HF Post-patch 6B> 5D(1)> DID~Punch> 3C> 22C> DS> 5C (JC)> j.C> j.214C> 5D *fails* / 5C> 5D *fails* / 5B> 5D *fails* ...
Callisto Posted May 15, 2014 Posted May 15, 2014 Thanks, looks like 665B > 5D > 22C still works in some spots, I got it in my normal midscreen RC bnb of 5B > 5C > 2D(RC) > 665C > 5D(1) > HF > 5B > 5C > J.C > J.C > BE > 665B > 5D(2) > 22C > DID, but only had time to test it on a couple of characters so far.
Katsuragi Eriko Posted May 15, 2014 Posted May 15, 2014 Anyone have tips for getting the proper timing for stuff like GH > 6A j.BS? I've gotten as far as the the Tiger Knee, which I can kind of do now but my thing right now is the Spin Kick or whatever you folk are calling it. The timing is picky as hell since you don't get it right, you won't hit with Blood scythe right and the enemy could end up behind you, and you still barely have enough recovery to dash into the next set of strings.
KayEff Posted May 15, 2014 Author Posted May 15, 2014 slight delay between GH and KA slight delay between landing and then using 6A the key to landing that move consistently and correctly is to have him move as far forward as possible, all without sending your opponent too high
PozerWolf Posted May 15, 2014 Posted May 15, 2014 BTW, is 22C>Dash Up>5C mid screen character specific? If so, there a list of character this work on? Or am I just bad at this?
PozerWolf Posted May 15, 2014 Posted May 15, 2014 It works on everyone except Kokonoe and Arakune. Thanks for verifying that, I'll get back on it. However, I've heard since 1.1 they've increased Koko's hitbox. Is this true? If so, does it work now?
Errol Posted May 15, 2014 Posted May 15, 2014 her hitbox is really big in some ways and small in others. makes some things really easy as tsubaki, but as rachel 6a still has a tendency to whiff where it won't on other characters. in short you'll need to test.
floatwater Posted May 15, 2014 Posted May 15, 2014 Thanks for verifying that, I'll get back on it. However, I've heard since 1.1 they've increased Koko's hitbox. Is this true? If so, does it work now? You mean hurtbox and if so test it. I don't have Kokonoe to do it myself, though I'd still say it doesn't work since she is really fucking flat on the ground.
Callisto Posted May 15, 2014 Posted May 15, 2014 I know people have disagreed with me previously but imo doing GH follow-up asap into 6A asap with 2147 TK motion always works without them bouncing wrong way or anything like that. Always consistent for me, entire cast.
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