Don Blow Jon Posted August 3, 2014 Posted August 3, 2014 Do you know if 5D > 2D works as a ender for other corner combos? For combos like the one above that involve 22C lvl3 near the corner, 5D > 2D sets up just the right distance for oki, but nowhere near as efficient if you were in the corner already. After 6D or 22C lvl 1 in most corner combos it's possible to go for 5C > 3C > 5D > 2D and cover just almost every option (whiff's on neutral tech but you are left plus on whiff, can air dash out) and continue the combo with J.2D on blue beat if they decide not to tech. I usually go for this combo when going for 2D oki in the corner and it works wonders: 2B > 5C > 3C > 22C lvl1 > 5C > 2C > 5D > 6D > 5C > 3C > 5D > 2D. Don't know the exact frame advantage but it sure has been doing work in the corner, possible to escape but it's still a work in progress.
heavymetalmixer Posted August 4, 2014 Posted August 4, 2014 For combos like the one above that involve 22C lvl3 near the corner, 5D > 2D sets up just the right distance for oki, but nowhere near as efficient if you were in the corner already. After 6D or 22C lvl 1 in most corner combos it's possible to go for 5C > 3C > 5D > 2D and cover just almost every option (whiff's on neutral tech but you are left plus on whiff, can air dash out) and continue the combo with J.2D on blue beat if they decide not to tech. I usually go for this combo when going for 2D oki in the corner and it works wonders: 2B > 5C > 3C > 22C lvl1 > 5C > 2C > 5D > 6D > 5C > 3C > 5D > 2D. Don't know the exact frame advantage but it sure has been doing work in the corner, possible to escape but it's still a work in progress. Â For what I've seen today, is good if they neutral o backwards tech, but if they forward tech we're screwed.
Don Blow Jon Posted August 4, 2014 Posted August 4, 2014 For what I've seen today, is good if they neutral o backwards tech, but if they forward tech we're screwed. Basically yeah (can't recover fast enough for 6A either) still trying to find the right route to cover most options while leaving you plus on whiff and continue the combo if they no tech, so hard xD. Starting to just go for J.2D in the corner for oki, it just feels like to catch rolls and perform meaties with J.2D. Starting to implement gimmicks like high jump cancel > air dash > J.A > J.2D from 2C to try and catch the opponent off guard with their anti air attempts and try to go for a cross up, air throw attempts are beat out and it's possible to barrier after J.A or 41236C if you predict an anti air.
heavymetalmixer Posted August 4, 2014 Posted August 4, 2014 Basically yeah (can't recover fast enough for 6A either) still trying to find the right route to cover most options while leaving you plus on whiff and continue the combo if they no tech, so hard xD. Starting to just go for J.2D in the corner for oki, it just feels like to catch rolls and perform meaties with J.2D. Starting to implement gimmicks like high jump cancel > air dash > J.A > J.2D from 2C to try and catch the opponent off guard with their anti air attempts and try to go for a cross up, air throw attempts are beat out and it's possible to barrier after J.A or 41236C if you predict an anti air.  Have you tryed finishing the corner combo with 3C > 2D?  Even the CPU at it's max difficulty has to block or get CH, though I don't exactly know what to do next most of the time xD
Don Blow Jon Posted August 4, 2014 Posted August 4, 2014 Have you tryed finishing the corner combo with 3C > 2D? Even the CPU at it's max difficulty has to block or get CH, though I don't exactly know what to do next most of the time xD Sadly they can roll past you, also tried 5C > 5D > 2D no luck, might just be smart to go for 3C > 2D after you conditioning them to emergent tech till we find a way to cover forward rolls. I'm trying to find a set up that matches the effectiveness of 22C lvl3 > (66)2D mid screen which blue beats if you don't emergency tech (possible to escape with a delayed emergency tech, but timing differs for some reason) allowing Terumi to easily follow up the combo without sacrificing damage or oki since you can go into either 5C > J.2D, straight into 6D, or just 5C > 3C. This is probably my new favorite set up along with just dash up 2A to pick up the opponent. Now to perfect those high jump gimmicks.
heavymetalmixer Posted August 5, 2014 Posted August 5, 2014 Updated my Bnb list and the Wiki with the combo modifications and some Midscreen to Corner combos.
heavymetalmixer Posted August 5, 2014 Posted August 5, 2014 I'm getting really frustrated with the lag on this game, it doesn't matter which combo, not even the easier can be done without the Blue beat . . . if they ever hit.
o Nereus o Posted August 5, 2014 Posted August 5, 2014 I'm getting really frustrated with the lag on this game, it doesn't matter which combo, not even the easier can be done without the Blue beat . . . if they ever hit. I have a hard time doing the 665D > 6C combo online.. other than that.. i don't really have that much of an issue with anything else.
heavymetalmixer Posted August 5, 2014 Posted August 5, 2014 I have a hard time doing the 665D > 6C combo online.. other than that.. i don't really have that much of an issue with anything else. Â This doesn't work on everyone, that's why I put 66 6C.
o Nereus o Posted August 6, 2014 Posted August 6, 2014 This doesn't work on everyone, that's why I put 66 6C. I know it doesn't work on everyone. Im talking about doing it on people like Terumi himself, and Ragna.
Don Blow Jon Posted August 6, 2014 Posted August 6, 2014 Lol I stopped playing online 2 months ago when I got beat by quick wake up into throw, like really c'mon you think I didn't input a freaking attack to screw him up game. If you're playing online stick to short combos leading immediately into oki, don't ever go for (66)6C unless your feeling it, and save that meter for double overheads and kill combos. Also a gimmick I have been experimenting with is burning OD off the start of the round on 5C(1) into ODC for a pseudo RC mix up, I'm still experimenting but it's possible to feint J.2D into low with almost no recovery on everyone except Koko(dammit xD) and if you land a good hit instant 50 heat combo for continued pressure, some good potential here since even if you burn OD you get it back midway through the match.
o Nereus o Posted August 6, 2014 Posted August 6, 2014 Updated my Bnb list and the Wiki with the combo modifications and some Midscreen to Corner combos. Dude!... i was in the lab with Terumi today... and i was fooling around with this combo from the wiki:  5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3 > 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat  I was testing this combo on Bullet and i managed to do 5B > 5C > 5D > 6D > 236D to end it instead of 5B > 5D > 6D.  It does 4086 with a heat gain of 63. Also.. if you do this combo with full meter.. you can get 5816 if you end it with 632146D
heavymetalmixer Posted August 6, 2014 Posted August 6, 2014 Dude!... i was in the lab with Terumi today... and i was fooling around with this combo from the wiki:  5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3 > 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat  I was testing this combo on Bullet and i managed to do 5B > 5C > 5D > 6D > 236D to end it instead of 5B > 5D > 6D.  It does 4086 with a heat gain of 63. Also.. if you do this combo with full meter.. you can get 5816 if you end it with 632146D  Usually I skip that 5C at the end for two reasons: 1. Lag: The 5D after the 5C tends to drop a lot online. 2. If you go by 5B > 5D > 6D, you can follow it with 5C > 3C > 2D Oki.
o Nereus o Posted August 6, 2014 Posted August 6, 2014 Usually I skip that 5C at the end for two reasons: 1. Lag: The 5D after the 5C tends to drop a lot online. 2. If you go by 5B > 5D > 6D, you can follow it with 5C > 3C > 2D Oki. Ahhh i see. Yeah i can see this dropping online.
LordSpectreX Posted August 6, 2014 Posted August 6, 2014 I know this has probably been asked, but is there just anyway to do decent damage without Lv3 22C? I'm left handed and my right hand isn't very dexterous, so doing it is nearly impossible even if I go crazy every time i do it.
M.C.Dillinger Posted August 6, 2014 Posted August 6, 2014 This sounds a little inconsiderate but, did you try just grinding it out until it works? I practiced in training mode and found that getting the Lv3 version is more about speed rather than dexterity. The Lv3 version is mostly for a mid screen combo that I can't seem to do. It's Lv3 22C>run>5D>6D>236D. I can't time the forward run and 5D properly and my opponent always tecs through it. in the meantime I do 5D>236D at the end of my mid-screen combos instead. Â I was missing in training mode last night and found that if you can't do the Lv3 22C pickup you can do the old 1.0 mid screen combo and replace snakebite with 6C if you want more damage in corner carryat the expense of some meter, but you're probably better offwith the extra meter from snakebite anyway.
Don Blow Jon Posted August 6, 2014 Posted August 6, 2014 I know this has probably been asked, but is there just anyway to do decent damage without Lv3 22C? I'm left handed and my right hand isn't very dexterous, so doing it is nearly impossible even if I go crazy every time i do it. Â Â Here are some good combos which don't involve that tedious mashing. Â Â (Only on crouching) 2B/5B > 5C > 2C > 5D > 6D > 236D or (66)6C. Go to combo on crouching opponents, I forgot the damage value but should lead to decent damage and corner carry, also depending on the starter you might need to omit 2C (say with J.2D). Also on standing opponents go immediately into 5D > 6D like so 2B > 5D > 6D (J.2D won't combo on standing opponents unless you get a counter). Â Â Now with some meter go for, 2B/5B > 5C > 2C > 41236C > 2A > 5C > 2B > 5C > 3C > 5D > ender of choice or omit 5D to go into 2D for oki. Same rules as above except J.2D won't really allow for much flexibility in the combo. Or omit 41236C and go for 6C into 2C > 5C > 3C > 5D > 6C for max damage. Â Â A lot of OD combos mid screen don't even require 22C and just require this loop 2C > 5C > J.2D up to a max of 4 times (2 on J.2D starter) from 6C RC into it for max damage.
Raccoon Posted August 7, 2014 Posted August 7, 2014 Dude!... i was in the lab with Terumi today... and i was fooling around with this combo from the wiki:  5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3 > 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat  I was testing this combo on Bullet and i managed to do 5B > 5C > 5D > 6D > 236D to end it instead of 5B > 5D > 6D.  It does 4086 with a heat gain of 63. Also.. if you do this combo with full meter.. you can get 5816 if you end it with 632146D  I generally try to go for universal (works on all cast) combos that do 4000+ with positive meter gain. That's my current benchmark for most combos.
o Nereus o Posted August 7, 2014 Posted August 7, 2014 I generally try to go for universal (works on all cast) combos that do 4000+ with positive meter gain. That's my current benchmark for most combos. Im sure it works on all the cast
Raccoon Posted August 7, 2014 Posted August 7, 2014 Im sure it works on all the cast  Oh, it does. It's just harder to do on certain characters like Kagura that float/fall faster.  You'd be better off doing 5B > 2C > 6C RC(3) > 22C lvl 3 > 66 5B > 5C > 3C > 5D > 6D > 236D: 4286 Dmg/ 64 HeatÂ
o Nereus o Posted August 7, 2014 Posted August 7, 2014 Oh, it does. It's just harder to do on certain characters like Kagura that float/fall faster.  You'd be better off doing 5B > 2C > 6C RC(3) > 22C lvl 3 > 66 5B > 5C > 3C > 5D > 6D > 236D: 4286 Dmg/ 64 Heat Nice!... more damage and heat gain.Â
heavymetalmixer Posted August 7, 2014 Posted August 7, 2014 Nice!... more damage and heat gain.  Mmm, gotta practice 66 22C then.
Raccoon Posted August 7, 2014 Posted August 7, 2014 Bear in mind that with 66C routes, you can corner carry from *almost* anywhere. Â You're also guaranteed the corner after ANY hit with 100 meter. (whether with 2x 6C Â or Orochi A Rapid)
the kusanagi slayer Posted August 7, 2014 Posted August 7, 2014 Terumi info: - 6D has so much recovery it can't be followed up apparently. It's not much, but it's all i have found so far for Terumi changes.
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