bucklemyshoe Posted May 18, 2008 Posted May 18, 2008 Let me say first, I AM NOT an ABA player, so this probably will sound like scrub sauce to some of you. However I do really like her charachter. Well today I went into training mode to see if I could put any combos together with her that I like. This is one (well the start of one) I came up with. 2H, j.S, j.H, 41236+S, FRC, 66, j.H, 41236+S. Problem is, I don't know what else can connect after the 2nd 41236+S. So how would some of you expert ABA players follow it up to complete the combo?
bucklemyshoe Posted May 18, 2008 Author Posted May 18, 2008 Also, does 2H prorate because the damage I get from combos with it really sucks, like 160.
Moroha Posted May 19, 2008 Posted May 19, 2008 Uhm, there are better options after that - generally you want to follow up a 2H launch with IAD j.S, dj.S, or dash forward 5S. Without actually firing up AC, my guess would be if that connects, you could try FRCing the second Orbs into like a 5S, 2S, or dj.S if you're in the corner. :x
DonPatch Posted May 19, 2008 Posted May 19, 2008 Another possible option is to swap the last 41236S with a 63214HS, then throw a projectile on their wakeup when you land, 5HS and bloodpack to refresh your mohora meter. I would agree with what moroha said though about there being better options.
4r5 Posted May 19, 2008 Posted May 19, 2008 couldn't you land and do an OTG Key, instead of the BloodBall, HS>BloodPack, or maybe I am remembering things wrong?
bucklemyshoe Posted May 19, 2008 Author Posted May 19, 2008 Another possible option is to swap the last 41236S with a 63214HS, then throw a projectile on their wakeup when you land, 5HS and bloodpack to refresh your mohora meter. I would agree with what moroha said though about there being better options. I tried that out too, damage was like 166. Obviously I'm doing something wrong, but this brings up something else I wanted to ask. What is ABA's oki? I was thinking it might be 63214+H. But your post sounds like it's 236+H in normal mode?
DonPatch Posted May 19, 2008 Posted May 19, 2008 Well from my own experience, I've never had enough time to do an air keygrab, land, and do an OTG keygrab before they start getting up, since they start falling from the air keygrab before you do. If at all possible, yes an OTG keygrab would be a much better option, but personally I just throw the bloodball after landing to keep them from jumping or attacking, throw a 5HS to keep them locked down, and bloodpack while they're in blockstun. I may just suck and not be fast enough to catch the OTG keygrab, but wether I am or not, this option has always worked for me.
Mechanica Posted May 20, 2008 Posted May 20, 2008 But your post sounds like it's 236+H in normal mode? LOL. Yeah warp outta moroha mode for their oki. That's what you do. typically the best oki set up, if you have time/distance, is a running jS. great priority, clashes with some anti-air DPs even, and sets up a good high-low mixup jS, land, 2k ... jS, jump cancel (JC) and crossover, jHS (better w/ high guard gauge for counter hit) jS, jK, JC jS, jHS, land... any of these stopped in the middle, dash up throw or danzai crossover jump into Orbs with an optional FRC is a nice option too.
Tage*Proto Posted May 20, 2008 Posted May 20, 2008 If corner, I usually do 2hs, IAD, s, hs, ORB, land, dash 5s, 2s, 421+hs RC, 2 hit orb, dash jump, s, hs, d, orb, land, keystab, OTG keystab. Damage is pretty serious for 50 percent. The last part will really only work on mid to heavy weight characters, but on lights you can still get a SJ s, keygrab with decent Oki on landing.
koogy Posted May 20, 2008 Posted May 20, 2008 don't worry about the damage. always worry about the follow-up options to a combo. 180 damage is a good chunk, and if you can create a messed up 50/50 after it, that really helps your game and ultimately two 180 damage combos do more than one fancy 220 damage combo that pushes you too far away for oki. use lots of properly ranged 2HS / j.S / fuzzy guard nonsense with ABA on oki. it's tooooo good. god aba is fun to play~
bucklemyshoe Posted May 21, 2008 Author Posted May 21, 2008 LOL. Yeah warp outta moroha mode for their oki. That's what you do. typically the best oki set up, if you have time/distance, is a running jS. great priority, clashes with some anti-air DPs even, and sets up a good high-low mixup jS, land, 2k ... jS, jump cancel (JC) and crossover, jHS (better w/ high guard gauge for counter hit) jS, jK, JC jS, jHS, land... any of these stopped in the middle, dash up throw or danzai crossover jump into Orbs with an optional FRC is a nice option too. To be fair, I was assuming that the previous combo ended in a key grab, so you would actually be morphing into moroha mode.
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