someonewhodied Posted January 14, 2014 Posted January 14, 2014 (edited) Netplay friendly combo off of guard break (or catch them not blocking low or roll teching) CT(Guardbreak)>ItsuuC>5D (Before thet fly up)>3C>[CT]>D(2)>]CT[>5B>4B>ItsuuA>OD>236A~236C>3D>236B~236C>3D>Kanchan>6C>3D>632146C (75-100 heat, 5717 damage) Oh word? I figured I'd be way too close so I admit, I didn't try :x. I'll try that instead. Thanks The trick is the 6~A instead of 66A. You hit with the very edge of it, then the 6D daisharin hit launches them to where the center of the all green would be. Edit: Here is a visual on my oki combos: Edited January 23, 2014 by someonewhodied
Ryyudo Posted January 25, 2014 Posted January 25, 2014 (edited) I saw Uri_woz in the tournament on stream today and he did a 2B, 4B, Itsuu~C combo that I cannot figure out the timing of. Assumig I wrote it down correct, I have: 2B, 4B, Itsuu~C, sj, j.D, j.Hatsu, Chun, Haku, staff 2, Itsuu~A, 4kote, 6C [...] I was cooking while watching so I may have remembered incorrectly, but I cannot feel out the timing of the Haku, staff 2, dash Itsuu~A, only hitting it a few times. Anyone able to help me with some insight on timing or if I'm missing an input. Edited January 25, 2014 by Ryyudo
Urichinan Posted January 25, 2014 Author Posted January 25, 2014 2B > 4B > ItsuuC > sj.[D] > Hatsu > ]D[+Chun > Haku > Staff 2 > ItsuuA > 4Kote > Dash 3C > 2D > Dash 3C > Staff 2 > Kanchan > Tsubame > 6C(2)~ 4K Release D during the later half of Chun, right before it hits. There's a video of it up on my YT called "New Routes".
Ryyudo Posted January 25, 2014 Posted January 25, 2014 Word. Much love :D Also, good play today. Was awesome to watch ya.
Loli Bacon Posted January 29, 2014 Posted January 29, 2014 (edited) I dunno if this has already been posted but: j.2D > 5B > 5D > tk.236B > j.236C |> 66 > 5B > 4B > Itsuu A > 6kote > 236A > 236B > 643214A > [R]5D > 6C > 3C > 632146C DMG:4057 Edited January 29, 2014 by Loli Bacon
someonewhodied Posted January 29, 2014 Posted January 29, 2014 (edited) heres one for easier execution: j.2D>5B>3C>5D>236B~j236C>]5D(2)[+5B>4B>ItsuuA~623D>236A~236C~j236B>63214A~B>66C>3C>632146C The 63214A~B is really strict but the combo doesn't need TK236B which is nice. Also I've been enjoying 236B>63214A~A~4kote>[j.D hold] enders. You can go into ]D[>j.66B/C, ]D[66A/662B, ]D[>j.236C, ]D[>2366A, ]D[>[CT]>]D(2)[>]CT[, and a few other options. The opponent airtechs but more often than not they'll be on the ground by the time you get your high/low attack down, and the staff helps too. Edited January 30, 2014 by someonewhodied
Ryyudo Posted January 30, 2014 Posted January 30, 2014 (edited) Messing with the TK Hatsu: j.2D, 5B, 3C, 5D TK Hatsu, j.Chun, dash-in 5B, 4B, Itsuu~A, 6kote, Haku, Hatsu, 63214A~A~D, (cross-under) 6C, 3C, 632146C [Min Meter 30; 4123 damage] Edited January 31, 2014 by Ryyudo OOPS FORGOT AN INPUT I SUCK
someonewhodied Posted February 2, 2014 Posted February 2, 2014 cool midscreen combo: 2D~[D]>421{C}>]D[>5B>6C(2)>~j.236C>]D2[>665B>4B>ItsuuA>236A>236B>63214A~A~D>6A>632146C (50% Meter, 4961 Damage)
Pen_Ninja Posted February 4, 2014 Posted February 4, 2014 I'm having trouble with specific corner oki after ... 6D(1) > Tsubame > 6C > 4Kote > 5D oki. So far I'm doing 5D and hollowing up with 5B to give me time to confirm how my opponent woke up. - If the emergency tech I can 5B > 2B or 5B > 6A for mixup If they roll backwards or delay tech I believe I get the following combo: 5B > 4B(e) > 4B(m) > Itsuu~A > 6Kote > Haku > Hatsu > RiichiA~D > 6C > 4Kote which keeps them in the corner and gets 6C knockdown If they roll forward off the 6C knockdown above, I get the same combo but if they roll forwards after the 6D(1) > Tsubame > 6C ender they end up behind me and this is where I'm having trouble. I feel like I can do 5B > Hatsu > Chun(whiff) > Staff 2 > 5B(m) > 4B(m) > Tsubame > 6C > 4Kote but that's really odd and it can be tight to run forward far enough for the 5B. Is there any better way to get the side swap or should I just not be doing this oki after this ender?
Urichinan Posted February 4, 2014 Author Posted February 4, 2014 (edited) I'm having trouble with specific corner oki after ... 6D(1) > Tsubame > 6C > 4Kote > 5D oki. So far I'm doing 5D and hollowing up with 5B to give me time to confirm how my opponent woke up. - If the emergency tech I can 5B > 2B or 5B > 6A for mixup If they roll backwards or delay tech I believe I get the following combo: 5B > 4B(e) > 4B(m) > Itsuu~A > 6Kote > Haku > Hatsu > RiichiA~D > 6C > 4Kote which keeps them in the corner and gets 6C knockdown If they roll forward off the 6C knockdown above, I get the same combo but if they roll forwards after the 6D(1) > Tsubame > 6C ender they end up behind me and this is where I'm having trouble. I feel like I can do 5B > Hatsu > Chun(whiff) > Staff 2 > 5B(m) > 4B(m) > Tsubame > 6C > 4Kote but that's really odd and it can be tight to run forward far enough for the 5B. Is there any better way to get the side swap or should I just not be doing this oki after this ender? 5D > 5B > 214A+B Forward Roll: 214A+B turns into Hatsu > Chun(w) > Staff 2 > 6D(2) > Dash 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2)~ 2.8k Back Roll/No Tech: 214A+B turns into 4B > 4B[m] > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2)~ 2.8k Neutral Tech: 214A+B becomes barrier if they DP, and nothing if they don't, allowing you to pressure them. Only problem I've had is that I can't consistently get it to barrier DPs all the time. It's probably just my timing. Edited February 4, 2014 by Urichinan
Pen_Ninja Posted February 4, 2014 Posted February 4, 2014 5D > 5B > 214A+B Forward Roll: 214A+B turns into Hatsu > Chun(w) > Staff 2 > 6D(2) > Dash 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2)~ 2.8k Back Roll/No Tech: 214A+B turns into 4B > 4B[m] > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2)~ 2.8k Neutral Tech: 214A+B becomes barrier if they DP, and nothing if they don't, allowing you to pressure them. Only problem I've had is that I can't consistently get it to barrier DPs all the time. It's probably just my timing. Thanks a bunch! I'll try this is training mode tonight. I was trying something along the lines of a 214B option select but I had issues with when my opponent neutral teched. I'm assuming the 5B whiffs on neutral tech otherwise 4B would come out anyway?
Urichinan Posted February 4, 2014 Author Posted February 4, 2014 Thanks a bunch! I'll try this is training mode tonight. I was trying something along the lines of a 214B option select but I had issues with when my opponent neutral teched. I'm assuming the 5B whiffs on neutral tech otherwise 4B would come out anyway? 5B whiffs on neutral tech and the 214A+B input turns into the barrier OS.
someonewhodied Posted February 4, 2014 Posted February 4, 2014 Here is a video of that last combo i posted (Kanchan crossthrough) https://www.youtube.com/watch?v=ec9T5TCv29E
Urichinan Posted February 5, 2014 Author Posted February 5, 2014 (edited) Only problem I've had is that I can't consistently get it to barrier DPs all the time. It's probably just my timing. I think I've got this. There is a height requirement on the 6C[e] knockdown. The extra fall time after the second hit is what gives you just enough time for the OS without being hit during the 5B recovery. Edited February 5, 2014 by Urichinan
someonewhodied Posted February 12, 2014 Posted February 12, 2014 with staff to start: 5B>2C>6D>236A>236B>236C>5B>4B>236C>2D>3C>2D(2)>kanchan>6D(1)>623D>6C(2)>3C>632146C 5053 damage.
Diveman Posted February 14, 2014 Posted February 14, 2014 Im having issues with this combo: 4D > Dash 2D > Haku > Chun > Staff 2 > 6B[e] > 4B > ItsuuA > 4Kote > Dash 3C > 3D > Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame the dash 2D part, I can't get it no matter how hard I try, does it have to be running 2d or a short dash 2d?
Pen_Ninja Posted February 14, 2014 Posted February 14, 2014 (edited) Im having issues with this combo: 4D > Dash 2D > Haku > Chun > Staff 2 > 6B[e] > 4B > ItsuuA > 4Kote > Dash 3C > 3D > Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame the dash 2D part, I can't get it no matter how hard I try, does it have to be running 2d or a short dash 2d? I had this issue too. It turns out there's no dash :3 Edit: as per below, I'm probably wrong. I know I've been doing it without dash from fairly close range... Maybe a little further back means the dash is necessary and possible Edited February 14, 2014 by Pen_Ninja
Urichinan Posted February 14, 2014 Author Posted February 14, 2014 Im having issues with this combo: 4D > Dash 2D > Haku > Chun > Staff 2 > 6B[e] > 4B > ItsuuA > 4Kote > Dash 3C > 3D > Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame the dash 2D part, I can't get it no matter how hard I try, does it have to be running 2d or a short dash 2d? It can be running D, but it's insanely hard. Short dash 2D is the easier way to do it.
Nakkiel Posted February 14, 2014 Posted February 14, 2014 It needs to be point blank 4D and even then getting the dash is tight. It'll work with no dash on some characters but not full cast.
Urichinan Posted February 15, 2014 Author Posted February 15, 2014 Just learn to confirm a CH into the running D combo, since that will get you full corner carry. Otherwise, go with the running (3C >) Rekka route.
Ryyudo Posted February 17, 2014 Posted February 17, 2014 Urichinan, I dunno if you have a 2B, 4B, Itsuu~C combo from further than midscreen, but I was messing around with it with Litchi in corner: 2B, 4B, Itsuu~C, super jump j8.D, (delayed) Hatsu, delayed Chun, land, asap Haku, staff 2, Itsuu~A, 4kote, dash 3C, 2D ... For damage: Dash 6C, 3C, 632146C [4683] For carry/oki/not-at-50-meter : Dash 5B, 6C, staff 2, dash 6A, Tsubame [3946] Put the delays on the Hatsu/Chun where you feel comfortable, but set it up so you don't delay on the Haku when you land, if you do, it pushes the opponent too far back. Haven't found any character limitations yet, but I've only practiced on Azrael, Bullet, and Hazama.
culex-knight Posted February 18, 2014 Posted February 18, 2014 Just saying thanks for continuing to update the main thread.
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