Ctrlaltwtf Posted December 3, 2013 Posted December 3, 2013 anyone had a problem connecting the 5d~c>2d~a link on tager? i tried almost all the characters no sweat doing it but on tager it's kind a different story is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c but it's such a waste if you can't do it on tager you gotta need that orb oki Tager is likely more difficult because, as always, Tager hits the ground sooner than any other character due to his size. Thus you can't delay the 5D~C as much and therefore the 2D~A becomes harder. The more you delay the 5D~C, the easier the 2D~A becomes.
Toushi Posted December 3, 2013 Posted December 3, 2013 anyone had a problem connecting the 5d~c>2d~a link on tager? i tried almost all the characters no sweat doing it but on tager it's kind a different story is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c but it's such a waste if you can't do it on tager you gotta need that orb oki It depends how you start I think. On any character not only on Tager I noticed that If you just do in midscreen 6D~B > 5D~C the time to link the 2D~A is easier. If you start with B > 3C > 5D~C the 2D~A should link but you realize that time is different. I could not link this 2D~A starting the combo with the 6B overhead, It always goes in the wrong direction
Ctrlaltwtf Posted December 3, 2013 Posted December 3, 2013 (edited) If you start with B > 3C > 5D~C the 2D~A should link but you realize that time is different. I could not link this 2D~A starting the combo with the 6B overhead, It always goes in the wrong direction I assumed you meant 6A overhead as in 6A~B. I just did it with it. Make sure to delay the 5D~C. Did 4371 damage with flash kick ender. Only character I'm having difficulty on is Tager; he may simply be incompatible with it due to his large hitbox. He stays on the wrong side of the screen for too long. Edited December 3, 2013 by Ctrlaltwtf
Toushi Posted December 3, 2013 Posted December 3, 2013 I assumed you meant 6A overhead as in 6A~B. I just did it with it. Make sure to delay the 5D~C. Did 4371 damage with flash kick ender. Only character I'm having difficulty on is Tager; he may simply be incompatible with it due to his large hitbox. He stays on the wrong side of the screen for too long. Is 6A, typing mistake, my bad ^^" Just delay the 5D~C , ok I'll try here! So, this combo http://www.youtube.com/watch?v=ekZbcq4M6Cc#t=9 I think is the best option after do an Orb in the corner but I've tried and it only works on Ragna, Hakumen and Taokaka. On others characters the Orb after 2D~A doesn't link
donelf Posted December 3, 2013 Posted December 3, 2013 It depends how you start I think. On any character not only on Tager I noticed that If you just do in midscreen 6D~B > 5D~C the time to link the 2D~A is easier. your right about 6d~b starter it's easier to link the 2d~a link on tager for some reason but the timing on 2d~a link from 5bb,6a,6d~b for me are just the same and of course every character except tager but at atleast there is no problem doing corner and throw combo's on tager well i just have flashkick ender or 6d~c tager on mid screen
-Seo Posted December 3, 2013 Posted December 3, 2013 ... > 5D~C (blocked) > [4]6B (pressure) You (unfortunately) can't cancel blocked drive moves into specials.
Lord Pwnge18 Posted December 3, 2013 Posted December 3, 2013 You (unfortunately) can't cancel blocked drive moves into specials. Why are you trying to make me cry from remembering this, Seo.
Ctrlaltwtf Posted December 3, 2013 Posted December 3, 2013 (edited) You (unfortunately) can't cancel blocked drive moves into specials. Ah, darn. It probably isn't useful for much anyway. And I suppose that makes sense because stance moves are technically special moves themselves. So if you want 46B oki just do it off of 2D~C as usual. The combo seems to work on everyone except Tager, regardless. (I have not yet tested it on every single character though, so feel free) Here's the final notation: 5B Midscreen 5BB > 3C > 5D~delay~C > 3D~crossover~A > [4]6B > 6C > 6D~B > 2D~C > 5D~A > [2]8C Edited December 3, 2013 by Ctrlaltwtf
Ctrlaltwtf Posted December 4, 2013 Posted December 4, 2013 (edited) Trying to figure out something to do on 5C starters in the corner. Don't think there's anything good without heat that I can find. But here's what I got: DM: 6240 - Any range, 50 Heat - You may have to run forward if you get a long range confirm. 5C > RC > 3C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A > 5D~C > [2]8C DM: 7163 - 50 Heat 5C (close) > 6D~C > RC > 2C xx 5C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A >5D~C > [2]8C DM: 7160 - 25 Heat 5C (very close) > CT > 3C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A > 5D~C > [2]8C This is a situation where I'd recommend flash kick ender. It adds a huge amount of damage to end (around 700~900). Of course you can just go for oki instead if you want. Just use 2D~A>5D~A at the end instead of 5D~C for oki. The reason I am not using the 5C > [4]6A > 5C stuff is 'cause I've found it's not working on Terumi, which likely means it doesn't work on Hazama, which would also mean it probably doesn't work on a number of people. I also have a feeling [4]6A is just suboptimal. Edited December 7, 2013 by Ctrlaltwtf
Grimstar Posted December 6, 2013 Posted December 6, 2013 5BB > 3C > 2D~C > [4]6A > 5BB > 5C > 6D~C > 2D~B (2680 DM) Any tips on this one? I'm having trouble with the practice dummy teching either before the orb or before the second 5BB... Is it a spacing dependent or a timing dependent thing?
PsyHemuth Posted December 6, 2013 Posted December 6, 2013 Grimstar just dont do the 5bb a second time do 5b> 3c > 6dc instead you lose like 100 damage but get the same combo for far less timing and effort
Grimstar Posted December 7, 2013 Posted December 7, 2013 (edited) Grimstar just dont do the 5bb a second time do 5b> 3c > 6dc instead you lose like 100 damage but get the same combo for far less timing and effort That still gives me the problem sometimes of missing the second 5b hit. Or they tech before the orb hits. I'm assuming when they tech before the orb I'm just inputting it too slowly off of the 2DC? But after the orb hit how come they tech out before the 5B can hit sometimes? I can't figure out the problem, my main theory is spacing on the very first hit of the combo, but I honestly have no clue... I really have no trouble landing the rest of the combo outside of that one spot. Edited December 8, 2013 by Grimstar
Ctrlaltwtf Posted December 7, 2013 Posted December 7, 2013 That still gives me the problem sometimes of missing the first 5b hit. Or they tech before the orb hits. I'm assuming when they tech before the orb I'm just inputting it too slowly off of the 2DC? But after the orb hit how come they tech out before the 5B can hit sometimes? I can't figure out the problem, my main theory is spacing on the very first hit of the combo, but I honestly have no clue... I really have no trouble landing the rest of the combo outside of that one spot. The 46A orb whiffing is just you not doing it fast enough. As for the 5BB link afterwards, I find that you really really need to time it precisely. Don't try to mash it. I succeed way more often not mashing it.
Lord Pwnge18 Posted December 11, 2013 Posted December 11, 2013 Whoo, OD silliness This can be confirmed off of midscreen CH 6D~C, so it's actually more useful than it might seem at first, especially if it can secure a kill. 6245 DMG -50 Heat CH 6D~C > 2D~A > [4]6B > 6C > 6D~A xx 3C > OD 5C > 6D~C > 2D~C > [D~6D~A]x4 > Zangaoushou Requires your life to be at 30% for the OD to last long enough, requires 5 heat at start \o/
-Seo Posted December 12, 2013 Posted December 12, 2013 Some CH6B OD combos, best for punishes because being close enough to 5C>CT can be a bit of a pain and is char specific. (90-80% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6065 DMG +32 (70-60% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DA>6DC>28D>[4]1236C - 6219 DMG +33 (50% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6521 DMG +32 (40-1% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6675 DMG +33 Works anywhere. Combo is fully unburstable at 90% or less. To get OD animation for charge super, need to be 50% or less. At 40% or less, you can do 2DA>6DA>6DC for a little extra damage and still get OD super animtation. Some notes on this when doing it with the opponent in the corner. Be mindful of the wallboune on 2D~C, delay the 6D~B slightly so it doesn't miss, it's possible in the corner. An immediate 2D~A after 5D~C will put the opponent back in the corner. Don't bother doing 2D~A>6D~A>6D~C>supers in the corner, it's easy to mess up in the corner and some of the hits from the OD animation charge super completely miss, giving you an amazing 2 extra damage over the easier option.
Ctrlaltwtf Posted December 22, 2013 Posted December 22, 2013 (edited) (Midscreen) DM: 4624 5D~B > j2D~delay~6B(1) > RC > 2D~A > [4]6B > 6C > 6D~B > 5D~C > [2]8C (Midscreen, no corner carry) DM: 4826 5D~B > j2D~delay~6B(1) > RC > 5D~C > 3D~crossover~A > [4]6B > 6C > 6D~B > 2D~C > [2]8C (Midscreen, crossunder corner carry. Extremely hard) DM: 4826 5D~B > j2D~microdelay~6B(1) (crossunder) > RC > 5D~C > 3D~crossover~A > [4]6B > 6C > 6D~B > 2D~C > [2]8C Edited December 22, 2013 by Ctrlaltwtf
Kagura Mutsuki Posted December 22, 2013 Posted December 22, 2013 Can someone help me with this combo? 5BB > 3C > 2D~C > A orb > 5B > (delay)3C > 5D~A > 2D~A > B orb > 6C > 6D~A > 3C > 6D~C >B orb I can't seem to get 5D~A to connect after the 3C.
Danke Posted December 22, 2013 Posted December 22, 2013 Immediate 5b after the orb, delay as long as possible on 3c and do 5da immediately. It's a tricky combo but the extra corner carry and damage makes it super worth it at right around midscreen. If you are backed into your half of the screen i advice using a CT and side switching instead for a better knockdown and damage.
Ctrlaltwtf Posted December 22, 2013 Posted December 22, 2013 Can someone help me with this combo? 5BB > 3C > 2D~C > A orb > 5B > (delay)3C > 5D~A > 2D~A > B orb > 6C > 6D~A > 3C > 6D~C >B orb I can't seem to get 5D~A to connect after the 3C. Push 3C the moment hitstop ends on your 5B. That's how I time it and it works very reliably for me that way. It helps also to not worry about the charge for B orb. Focus on 5D~A, the 2D~A is really easy afterwards and it gives you plenty of time to charge the B orb during it's animation alone.
LuminAbyss Posted December 27, 2013 Posted December 27, 2013 I haven't seen this yet, but I found a really good throw combo, thought I'd share. B+C > 5C > 6D-C > 2D-A > [4]6B > 5C > 2D-C > 6D-C Damage: 4171 Heat Gain: 29
Ctrlaltwtf Posted December 27, 2013 Posted December 27, 2013 (edited) (Midscreen) DM: 4589/4411 - Requires 25 Heat. Regains 22 Heat. 5B/5BB > 3C > CT > 66~3C > 5DC > 3DA > [4]6B > 6C > 6DB > 2DC > 5DA > [2]8C (Corner) DM: 5226/4976 - Requires 25 Heat. Regains 27 Heat. 5B/5BB > 3C > CT > 2C xx 5C > 6DC > 2D~delay~C > [4]6B > 5C > 6DC > 2DA > 5DC > [2]8C Way better use of Heat:damage as opposed to 50 heat routes. Here's an interesting hybrid of two previous midscreen bnbs. It's a lot easier than the optimal route but still relatively good damage. (Midscreen) DM: 3648 5B > 3C > 2DC > [4]6A > 5B > 3C > 5DC > 3DA > [4]6B > 6C > 6DB > 4DA > [2]8C Microdashing the 5B after the [4]6A makes the cross-over link much easier. It's not necessary though. Edited December 28, 2013 by Ctrlaltwtf
Ctrlaltwtf Posted December 30, 2013 Posted December 30, 2013 (edited) Midscreen 6C (mainly for punish) DM: 5602 - Gains 40 Heat 6C > 6DA > 66~3C > 6DC > delay 2DC > [4]6A > 66~2C xx 5C > 2DA > 5DA > 6DC > [2]8C Whoa! Just found a new combo route I didn't know existed. Testing for character specificity. DM: 5637 - Gains 40 Heat 6C > 6DA > 2DA > [4]6B > 66~2C > 5DA > 6DC > 2DC > [2]8C For smaller characters, replace 66~2C with 66~3C. (5448 damage) Great damage and huge corner carry. Edited December 30, 2013 by Ctrlaltwtf
-Seo Posted January 3, 2014 Posted January 3, 2014 (edited) OD stuff, yaaaay Anywhere except them in corner (40% OD or less) 6DB>5DC>2DA>B orb>OD>6B>5C>6DC>(delay)2DC>dc>6C>6DA>(delay)5DA>28D>[4]1236C. 7062 DMG Notes: this is possible from all OD levels, but to get the OD charge super, you need 40% or less health OD. You also want the 2DA to hit them as soon as possible preferably, so they're closer to you. If they're a little distance away after the 2DA, you need to microdash the 6B, in order for the 6DC to connect. Midscreen 50% OD or less 5DA(fatal)>dc>6A>CT>OD>2DC>6DB>5DC>B orb>6C>6DB>2DA>6DA>6DC>28D. 6283 DMG Notes: The same sort of combo route can work from higher OD levels, but from B orb>6C you'll want to do 6DA>3C>6DC>28D or something similar. Corner 70%-40% OD (IOH)j.C>OD>j.C>3C>5DC>2DA>dc>2C>5C>6DC>2DC>B orb>5C>28D>[4]1236C. 6437 DMG Notes: Any lower % OD and you just have to change the middle part to 2C>5C>2DC>B orb>5C>28D>[4]1236C Edited January 4, 2014 by -Seo
Ctrlaltwtf Posted January 7, 2014 Posted January 7, 2014 (edited) 6C (Corner) 6k Meterless DM: 6159 6C > 6DB > 2DC > 5DC > 5C > [4]6B > 66~2C > 5C > 6DC > 5DA > 2DA > [2]8C Edited January 7, 2014 by Ctrlaltwtf
-Seo Posted January 7, 2014 Posted January 7, 2014 6C (Corner) 6k Meterless DM: 6159 6C > 6DB > 2DC > 5DC > 5C > [4]6B > 66~2C > 5C > 6DC > 5DA > 2DA > [2]8C You can actually get 6k meterless and a better knockdown in the corner! 6C>2DA>5DA>6DA>2C>5C>6DC>2DC>B orb>5C>6DC>2DB>A orb is 6171 dmg. At the end you can do 5C>6DC>28D for just about 7k dmg too.
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