Urichinan Posted February 19, 2014 Author Posted February 19, 2014 (edited) 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. If your back is to the corner: 2B > 4B > ItsuuC > Dash Under > 5D > Chun > Staff 2 > Dash 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3782 DMG/27 HG) It does less damage than doing a mid-screen route, but you get the corner, which is a better trade off. EDIT: Or: 2B > 4B > ItsuuC > Dash Under > Hatsu > Chun > 5D > Haku > Staff 2 > ItsuuA > 4Kote > 3C > 2D > 3C > Kanchan > Tsubame > 6C(2) (3794 DMG/27 HG) Which is a heck of a lot cooler, and does 12 more damage, but is harder. Edited February 19, 2014 by Urichinan
someonewhodied Posted February 19, 2014 Posted February 19, 2014 Try this. I haven't tried it myself but it should work. 2B>4B>ItsuuC>Dashunder>664B>236C>OTG>236A>236B>236C>5D>3C>D(2)+Kanchan>6D(1)>623D>6C(2) This one I've used on Tager, Rachel, Hakumen, and Bang but it should work on more than just them. The damage isn't too great but the flashiness makes it worth it. 2B>4B>ItsuuA~623D>3C>236B>63214A~B>5[D]~]D[>6A>D(2)+Kanchan>6D(1)>623D>6C(2) The 6A>D(2) part is character specific but it looks pretty cool.
Pen_Ninja Posted February 19, 2014 Posted February 19, 2014 Try this. I haven't tried it myself but it should work. 2B>4B>ItsuuC>Dashunder>664B>236C>OTG>236A>236B>236C>5D>3C>D(2)+Kanchan>6D(1)>623D>6C(2) Can you please test this stuff before posting it up? 4B > chun crosses up 90% of the time outside of the corner. It works if you let the opponent fall close enough to the ground but at that point it seems impossible to get enough time to end the fella string and start again with haku. Even if you could squeeze that in... The 5D after the 2nd chun wouldn't connect because it needs haku to hit when your opponent is higher up.
Nakkiel Posted February 19, 2014 Posted February 19, 2014 He posted he hadn't tried it and this is also combo discussion.
Pen_Ninja Posted February 20, 2014 Posted February 20, 2014 You make a fair point. I just personally have something against going to a forum to look for (optimal) combos and finding one that doesn't actually work and potentially spending heaps of time on something that kind of almost works. That aside... I'm having trouble hitting Haku > Hatsu > Chun, 5B on Ragna, I find I need to do 2A before 5B which makes it difficult midscreen because I need to do 662A instead. I figure there's something about his hitbox that just doesn't work so I'll have to get used to it but I'm wondering if this same thing happens on any other characters or whether it should work on Ragna but I'm just terrible at that link but only when I'm playing against Ragna? >__>
Urichinan Posted February 20, 2014 Author Posted February 20, 2014 Haku > Hatsu > Chun > 5B doesn't work on Ragna unless he's airborne. This means you can't do it on standing hit, or OTG. It really hurts damage and combo possibilities while staffless, so you'll have to focus a lot on ad-lib staff launch combos whenever you can. An easy fix is also 6C(1) > Hatsu > Chun > (Dash) 5B, but you'll lose your 6C(2) knockdown.
Vistaaa Posted February 20, 2014 Posted February 20, 2014 You make a fair point. I just personally have something against going to a forum to look for (optimal) combos and finding one that doesn't actually work and potentially spending heaps of time on something that kind of almost works. if i go to a forum looking for optimal routes, the last one im going to try is the one that says "i haven't tried this but it -should- work" LOL pls
Loli Bacon Posted February 21, 2014 Posted February 21, 2014 Something in the corner I got bored and decided to try: 2B(m) > 4B(m) > 6B(m) > Itsuu~C > j.B > JC > j.B > j.C > j.5D > j.C > Staff 2 |> Kanchan > 6D(1) > Tsubame > 6C(1) > Thirteen Orphans. Does about 4k. It just looks really cool.
someonewhodied Posted February 25, 2014 Posted February 25, 2014 6D starter OD combo 6D(1)CH>CT>ItsuuC>]D[>Kanchan>D(2)>4B>ItsuuA>OD>236A>236C>236B~3D>2369B>236C>3D>6C>3D>6A3D>632146C
E3vE3 WAZ HEA Posted February 27, 2014 Posted February 27, 2014 (edited) Back to corner into other corner combo Ittsu c [d] j.b j.c ]d[ dash 6a haku chun staff 2 dash 5b[m] 4b[m] itssu a 4kote 3c d hatsu chun staff 2 dash 6c(2) (OD) 632146c -works whether the super is OD version or not -the hatsu chun part has to have a very very slight delay or else the staff wont hit on return (mostly for smaller characters) -ending it with 623D will have them tech upon the staff coming down. Edited February 27, 2014 by E3vE3 WAZ HEA
Pen_Ninja Posted February 27, 2014 Posted February 27, 2014 Back to corner into other corner combo Ittsu c [d] j.b j.c ]d[ dash 6a haku chun staff 2 dash 5b[m] 4b[m] itssu a 4kote 3c d hatsu chun staff 2 dash 6c(2) (OD) 632146c -works whether the super is OD version or not -the hatsu chun part has to have a very very slight delay or else the staff wont hit on return (mostly for smaller characters) -ending it with 623D will have them tech upon the staff coming down. I was working on similar last night. Itsuu C, j.[D], j.]D[, j.Hatsu > j.Chun > Haku, staff 2, 665B[m] > 4B[m], Itsuu A > 4Kote > 663C > 5D, 665B > 6C, staff 2, 6A > 623D or 632146C. Goes corner to corner and 623D should knockdown. - holding D for a split second at the start there just gives you more freedom for rekka timing and 665B - The above works for corner to corner. Do your normal adjustments for anything slightly less than that (remove the last 5B, remove the 6A, etc, whatever you need to do.) Edit: TBH this is probably just a BnB for most people... I just hadn't really worked on Itsuu A > 4Kote > 663C > 5D, 665B > 6C sort of enders before.
Nakkiel Posted February 27, 2014 Posted February 27, 2014 You can transition into Kanchan ender if you're close enough to the corner and get knockdown, also. Tsubame will definitely work with the midscreen ender.
Urichinan Posted February 27, 2014 Author Posted February 27, 2014 I decided to go ahead and investigate this further, and I found that you can get a 6C(2) knockdown from a ItsuuC starter anywhere on screen. Below is a visual aid to show what combos should be used for each position on screen. Litchi denotes the beginning of each position, the lines show the entirety of a position. The picture isn't exact in terms of gameplay positioning, because the camera angle, and screen size are much different in the story mode rips, however, this is pretty close. Just make sure you try these out in training mode, and play around with different places on screen so you can familiarize yourself with them. (Click for larger version) 1: ItsuuC > Dash Under Hatsu > Chun > 5D > Haku > Staff 2 > (Dash) 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3673 DMG/26 HG) 2: ItsuuC > Dash Under 5D > (j.)Hatsu > Chun > Staff 2 > (Dash) 5B > 4B > (Dash) ItsuuA > 4Kote > (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3659 DMG/26 HG) 3: ItsuuC > j.[D] > Hatsu > Chun+]D[ > Haku > Staff 2 > Dash 5B > 4B > (Dash) ItsuuA > 4Kote > (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3925 DMG/28 HG) 4: ItsuuC > j.[D] > Hatsu > Chun+]D[ > Staff 2 > (Dash) 5B > 6D(2) > Haku > (Chun >) Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > Kanchan > Tsubame > 6C(2) (3721-3879 DMG/26-27 HG) NOTE: Damage assumes that staff 2 hits after Kanchan, as it's rare it doesn't. If you have to do dash 5B you must omit Chun.
someonewhodied Posted February 27, 2014 Posted February 27, 2014 (edited) 4D overhead confirm in corner: 4D>2D>Kanchan>Staff 2>4B>ItsuuC>5D>j.B>j.C>Staff 2>6D(1)>623D>236B>63214A~D>6C Edited February 28, 2014 by someonewhodied
Nakkiel Posted February 28, 2014 Posted February 28, 2014 4D overhead confirm in corner: 4D>2D>Kanchan>Staff 2>4B>ItsuuC>5D>j.B>j.C>Staff 2>6D(1)>623D> 236B > 63214A~D>6C :P
Pen_Ninja Posted March 3, 2014 Posted March 3, 2014 (edited) Super ball punish combos. Do we have these yet? These are just for when you have staff though. Staffless punishes are pretty much normal combos (haku > hatsu > chun > 5B > etc) or throw combos in the corner. good to know Edited March 3, 2014 by Pen_Ninja
someonewhodied Posted March 4, 2014 Posted March 4, 2014 j.2D crossover (50 more damage than before) j.2D>5B>3C>2D>3C>236A>236C>Staff 2>665B>4B>ItsuuA>623D>3C>236B>63214A~A~D>6C>3C>632146C (4K)
E3vE3 WAZ HEA Posted March 4, 2014 Posted March 4, 2014 Super ball punish combos. Do we have these yet? These are just for when you have staff though. Staffless punishes are pretty much normal combos (haku > hatsu > chun > 5B > etc) or throw combos in the corner. good to know ffffffffffffffffffffff if i had koko I would practice this to get the timing. these look really cool and a great wake to avoid her super ball.
Pen_Ninja Posted March 4, 2014 Posted March 4, 2014 (edited) ffffffffffffffffffffff if i had koko I would practice this to get the timing. these look really cool and a great wake to avoid her super ball. That sucks... the timing is very important because if you let go of D too early on the corner combo or too late on the mid-screen combo then the staff clashes with the ball and the combo drops. Edited March 4, 2014 by Pen_Ninja
E3vE3 WAZ HEA Posted March 4, 2014 Posted March 4, 2014 That sucks... the timing is very important because if you let go of D too early on the corner combo or too late on the mid-screen combo then the staff clashes with the ball and the combo drops. I do have a ch 2c[m] 2d d iad combo, but without kokonoe, I have no way of testing if that would work the same way on her to bait super ball o.o
someonewhodied Posted March 7, 2014 Posted March 7, 2014 6AFC Corner 6AFC>2C>6D(1)>623D>665B>4B>41236D>5B>4B>ItsuuA>421D>3C>2D>3C>Staff2>Kanchan>6D(1)>632146C 3999 damage. 4D confirm (easy and high damage) 4D>5D>4B>236C+staff2>5B>4B>ItsuuA>623D>236A>236B>63214A~D>6C>3C
someonewhodied Posted March 7, 2014 Posted March 7, 2014 (edited) Here is a video on some new combos i've made Edited March 7, 2014 by someonewhodied
E3vE3 WAZ HEA Posted March 7, 2014 Posted March 7, 2014 wow o.o those aren't half bad. Damage is pretty good too. Do the 5b ones have to be counter hit? Also, that is one sexy ass color for litchi
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