kazukifafner Posted November 12, 2013 Posted November 12, 2013 Maybe this has been mentioned, but for her jC > 5A loop in normal mode, I've actually found it much more universal to launch into hjB > delay jA > jC. Seems to work with everybody, even Carl.
Tari Posted November 12, 2013 Posted November 12, 2013 It's almost always supposed to be a super jump into the air portion of relaunch combos, regardless of which air path you use. It's not mentioned explicitly in the first post, but it probably should be. There are only a few cases in which you won't super jump, and I'm not sure if those cases are even universally applicable to all characters.
iora Posted November 13, 2013 Posted November 13, 2013 i got a ps3 to borrow for a night or two! TIME TO LEARN AND SHARE~~~ (ga, corner) 5b 5c 236c~6d 2c(2) 236d 6c 623c~6d = 38xx for 3 stock (might be able to do 214d jc jc 236c~6d instead at the end for 4 stock combo, not sure) will edit this if i find more stuff. im not a lab monster though so dont expect tons ^^
Celerity Posted November 13, 2013 Posted November 13, 2013 i got a ps3 to borrow for a night or two! TIME TO LEARN AND SHARE~~~ (ga, corner) 5b 5c 236c~6d 2c(2) 236d 6c 623c~6d = 38xx for 3 stock (might be able to do 214d jc jc 236c~6d instead at the end for 4 stock combo, not sure) will edit this if i find more stuff. im not a lab monster though so dont expect tons ^^ 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - 4586/5246 with phorizer From longer confirms like j.C > 2B, whiff the 236C or omit the 2nd j.B.
iora Posted November 13, 2013 Posted November 13, 2013 i cant get the 2c(1) > 236b in that to work the 236b always whiffs as they tech above it, so i was looking for alternative. any ideas on how to adjust?
Celerity Posted November 13, 2013 Posted November 13, 2013 i cant get the 2c(1) > 236b in that to work the 236b always whiffs as they tech above it, so i was looking for alternative. any ideas on how to adjust? I've never seen 236B miss from 2C(1) ever, what character are you trying on?
iora Posted November 13, 2013 Posted November 13, 2013 ragna noel and jin. im just doing something wrong. ill figure it out. was hoping it was a common problem, but im just fucking up haha i got this :D just give me time to get it :x
Celerity Posted November 13, 2013 Posted November 13, 2013 It's not even a timing issue though, 2C at max height still leaves them low enough for 236B to hit. You can add me on PSN for online training mode if you want me to take a look.
Tari Posted November 13, 2013 Posted November 13, 2013 (edited) If you don't get the height necessary for the 2C pickup after the 236B > 214A, this is an alternative route: (Corner) 5B > 5C > 236C > 6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > (delay/charge) 623C > sj.C > jc j.B > j.C > j.236C > j.D - 4530 damage, 5152 with super I tend to just use this one, since I find it easier to confirm. edit: As far as 2C(1) > 236B whiffing, I can't think of a reason that might be happening. Are you delaying the 236B, perhaps? It should just be an immediate cancel. Edited November 13, 2013 by Tari
iora Posted November 13, 2013 Posted November 13, 2013 (edited) its usually the 2c(1) whiffing the more im really noticing whats going wrong but its just something i can grind and work it out. i dont pick up timing parts of combos quickly. no big issue, it will take time, just need to find the timing. ill look on cmv's to get a reference. thanks guys ^^ between those combos you guys mentioned, i can find something that will work that i dont have an issue executing. that gives me a great idea of damage/stars, which is something i was trying to figure out. break for now tho, cuz all these dp's are killing my hand Edited November 13, 2013 by iora
Tari Posted November 13, 2013 Posted November 13, 2013 (edited) Ah, the 2C(1) whiffing is probably because you're hitting the 5C too early. Wait till the opponent falls down a bit before you do 5C. They pretty much won't tech unless they touch the ground, so you have a lot of time to work with. And I know exactly what you mean by 'all those dps', haha. I grinded her basic combo so many times a week or so ago and ended up cramping my hand and being completely unable to do dps for like a day. Was pretty amazing. Edited November 13, 2013 by Tari
iora Posted November 13, 2013 Posted November 13, 2013 ahhh yea i was underestimating the untech time on 2c(2) - thanks, weird to get used to but that makes sense at least.
crimsonstardust Posted November 14, 2013 Posted November 14, 2013 Has anyone been able to do the mode change combo consistently? I'm having trouble doing micro dash 5A in the earlier posted vid.
Tari Posted November 14, 2013 Posted November 14, 2013 Has anyone been able to do the mode change combo consistently? I'm having trouble doing micro dash 5A in the earlier posted vid. Just takes some practice. You can omit the micro dash 5A against some characters, like Jin, so if you want to just practice timing, you can do it on them first. Don't try it on Tager, either. It just won't work.
Flubsy Posted December 3, 2013 Author Posted December 3, 2013 I was playing around with FC 3C today and found out you can very easily go into mode change combos off of it. Here's what I came up with in the corner: FC 3C 2C 236C~6D 2C 236D 5D 5A 623B~214B 623C sjC jD 4.4k +2 stocks(requires 2, builds 4) Depending on if you jump up forward or just neutral you either leave them midscreen or in the corner. Gets you falling jD oki and a net gain of two stocks. I practiced this on taokaka who I've noticed the other mode changes combos are a bit easier on, so this may be tricky on a a good portion of the cast, but probably not more so than the other mode change combos. A micro dash before the 5A would probably help make the combo more universal.
Tari Posted December 3, 2013 Posted December 3, 2013 It should work on everyone off of a FC starter, even without optimizing your positioning. Even works on Tager, who it normally never works on because of his hitbox. You can get ~4.7k if you add a couple hits before the mode change, as well. Might be able to get more, not really sure.
Celerity Posted December 3, 2013 Posted December 3, 2013 You can actually get a mode change combo that way from any starter in the corner, it doesn't have to be FC. I thought they're normally too high for the j.C at the end, but you can at least do double 623C for 6 stars. And yeah 3C > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 2C > 236D is the highest damage route to mode switch, but I'm not sure what you can get after it. Looks like they're high enough for 623B to connect universally without the 5A, but I'm terrible at this particular combo and don't have time to test right now. Might have to whiff the 236C or something to make it work.
crimsonstardust Posted December 3, 2013 Posted December 3, 2013 Wait I'm a little confused, are we talking about the mode change combo that was posted sometime earlier in the thread or has something new pop up recently?
Celerity Posted December 3, 2013 Posted December 3, 2013 The standard one, GA corner, from challenge mode: Stuff > 236C~6D > 2C > 236D > 5D > (66 5A) > 623B > 214B > 623C > 623C I was just theorizing how much stuff you could fit in before 236C with a 3C FC starter.
Tari Posted December 3, 2013 Posted December 3, 2013 (edited) Unless some new tech has popped up, you can't hit Tager with the mode change combo without FC. Just want to reiterate that point. Pretty sure you also can't combo into the micro-dash 5A from any random 236C > 6D > etc. hit, due to positioning issues (hence why the suggested route always causes the 236C > 6D to put you directly under the opponent in the corner, rather than next to them). The 2C OTG > 236C > 6D path does allow you to position yourself correctly, but like I said earlier, it honestly doesn't matter after an FC starter. The only differences an FC makes are that it allows you to not care about positioning yourself for micro-dash 5A, it lets you mode-change Tager, and it allows you to add more hits before or after the mode change (you can even do a relaunch combo after the mode change if you want, lol, though it's completely not worth it). You may be able to omit the 5A completely against some characters, but I haven't tested that myself either. Edited December 3, 2013 by Tari
crimsonstardust Posted December 3, 2013 Posted December 3, 2013 The standard one, GA corner, from challenge mode: Stuff > 236C~6D > 2C > 236D > 5D > (66 5A) > 623B > 214B > 623C > 623C I was just theorizing how much stuff you could fit in before 236C with a 3C FC starter. I didn't do all the challenges so that might explain why I didn't know about that one. Still can't micro dash after the 5D. /: Is it character dependent besides not being able to do it on Tagar like Tari mentioned?
Tari Posted December 3, 2013 Posted December 3, 2013 I didn't do all the challenges so that might explain why I didn't know about that one. Still can't micro dash after the 5D. /: Is it character dependent besides not being able to do it on Tagar like Tari mentioned? No, it's spacing dependent. It works on everyone if you end up below the opponent after the Astraea. Try it from the 3C FC > 2C > 236C route, or try 5C > 236B > 214A > 5C > Astraea > etc. Both of those paths should leave you under the opponent after Astraea, which leaves you slightly closer after the 2C > 236D. That slight positioning difference will allow the micro-dash 5A to connect on everyone except Tager.
dj_de Posted December 16, 2013 Posted December 16, 2013 some izayoi matches from gamechariot http://www.youtube.com/watch?v=Gcm4rlFXprw http://www.youtube.com/watch?v=8fWYzPcZvhM http://www.youtube.com/watch?v=hxlvUZ8zgHc So from these videos I've noticed that vs. Azreal and vs. Platinum, the Izayoi went for completely different combos. Vs. Azreal he always seems to go for a relaunch after the first j.236c midscreen. Vs. Platinum he uses like a typical corner combo midscreen I'm assuming the relaunch vs. Azreal might be a big body specific thing, but is that vs. Platinum combo also character specific?
CeruleanEdge125 Posted December 20, 2013 Posted December 20, 2013 Slightly optimized corner combo that applies something I've seen in midscreen Phorizer OD combos. Not that much more damage, but just show that it works. 5B > (5C) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C >5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - 4595(4658),5255(5318) with Phorizer No timing involved for the additional 5B after second full 2C. Longer confirms require omitting the second j.B. Also ridiculously impractical midscreen 8 stock combo that requires you to pretty much be in your opponent's face. 5B > 5C > 236B > 214A > 623C > hj > j.B > j.A > j.C > 5A > 5C > 623B > 214B > 623C Pretty much have to wait as long as possible such that j.B still hits and then there's still a very slight delay before j.A. Even then 5C might hit them too high and the last dp C won't hit. Tested with one character from each of the relaunch combo groups and probably safe to say it doesn't work for sure on Makoto, Tao, Rachel, Noel, Carl, and Litchi. Too lazy to test j.BAC group. Ignore if old :/
Celerity Posted December 20, 2013 Posted December 20, 2013 Regarding midscreen for 8 stars: 5C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > 66 j.C > j.236C works on the whole cast assuming you can get to the j.BAC. In the corner, you can add a j.B before the j.BAC for a little more damage. First combo was known, but it's my fault for being incredibly slow at updating the wiki.
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