Dreiko Posted December 31, 2013 Posted December 31, 2013 I only got 6.1K from this one, which was the original combo before i switched 2 sections on it. 3C(FC)>2B>5B>TKDP B>2B>5B>5C>CT>2B>6B>2B>5B>j.C>IAD j.C>j.2C>5A>Ashura You didn't include the poison which the combo runs out, it adds another 800~ damage. :P
GreekAngel Posted December 31, 2013 Posted December 31, 2013 Also, Dreikoo. Do you want a combo like this from your TK command grab?
GreekAngel Posted January 1, 2014 Posted January 1, 2014 Have you guys attempted this? I kinda wanna post more vids about combos for visual representation rather than simple notations. Is that alright?
Dreiko Posted January 1, 2014 Posted January 1, 2014 (edited) That thing's kinda height specific so I generally don't risk activating OD from air grabs but it's definitely nice to have as an option. You can also use a poison nail to get full OD duration after a normal grab and then go into FRKZ stuff. That's a more easy to run into situation and is doable from not too low life. Oh and my favorite midscreen grab combo is rapidly turning out to be this: airgrab>dash2B>5D>5C>6D>623B>2C>2147C, does about 3.1k and 2 seals and bumper oki setup. It works from a surprisingly far from the corner range, you can do it at the start of a round from IAD forward grab. Oh right, do you know of the Ranga specific j4B loop? That's actually practical and awesome. Edited January 1, 2014 by Dreiko
ReynTime180 Posted January 1, 2014 Posted January 1, 2014 I kinda wanna post more vids about combos for visual representation rather than simple notations. Is that alright? Ya, that's perfect. Personally, I prefer it like that, it's so much easier to tweak the little things that make the combo work via a visual reference. For example, I would like to see how you guys get the corner 3C FC>2B>5B>5C to connect on everybody, cause I can only get it on platinum, izayoi and relius.
ReynTime180 Posted January 1, 2014 Posted January 1, 2014 Oh right, do you know of the Ranga specific j4B loop? That's actually practical and awesome. You mean the one in those tech videos? I didn't know those were ragna specific. This game seems to have a lot more issues with character specific combos than last game. Such a mysterious jogo.
Dreiko Posted January 1, 2014 Posted January 1, 2014 You mean the one in those tech videos? I didn't know those were ragna specific. This game seems to have a lot more issues with character specific combos than last game. Such a mysterious jogo. It's basically like 5C>OD>5B>2B>9J4B>2>5B>2B>9J4B over and over into daifunka ender when OD is about to run out. GG had a ton of those char specific things so it's not that weird but yes, this specific combo is Ragna only. There's a similar combo that's Tager only, it works by replacing j4B with jB. Due to that it obviously does less damage but it allows for some sneaky j2C resets mid-loop.
GreekAngel Posted January 2, 2014 Posted January 2, 2014 I made a 6.3K combo with Bang from FATAL 5C I also did some Challenge 30 Solutions for Bangs who still could not quite get it.
ReynTime180 Posted January 2, 2014 Posted January 2, 2014 I feel like you can get a lot more from that first combo with a 5C fatal, 75 heat, early CT and almost full ODC, than just 6.2, including unprorated poison damage. As for the second video (at least the first part) you can do 2D>6B>2C>5D>daifunka for more damage after a 3C fatal
GreekAngel Posted January 2, 2014 Posted January 2, 2014 I feel like you can get a lot more from that first combo with a 5C fatal, 75 heat, early CT and almost full ODC, than just 6.2, including unprorated poison damage. As for the second video (at least the first part) you can do 2D>6B>2C>5D>daifunka for more damage after a 3C fatal Well, I was just messing around with some combos and all of that, but yeah, I can see where your points lie. Help me experiment with this XD
ReynTime180 Posted January 2, 2014 Posted January 2, 2014 I will! Tomorrow....cause it's like 2 in the morning XD
GreekAngel Posted January 2, 2014 Posted January 2, 2014 It's basically like 5C>OD>5B>2B>9J4B>2>5B>2B>9J4B over and over into daifunka ender when OD is about to run out. GG had a ton of those char specific things so it's not that weird but yes, this specific combo is Ragna only. There's a similar combo that's Tager only, it works by replacing j4B with jB. Due to that it obviously does less damage but it allows for some sneaky j2C resets mid-loop. EHHHHHHH, I wouldn't be tooo sure. Combo is nearly universal on Fatal 5C Fucking Tsubaki's hitbox, making it really hard to do this on... the ending 2C 6C section, I mean
Dreiko Posted January 2, 2014 Posted January 2, 2014 Hehe, I never tried it on fatal cause fatal 5Cs are super uncommon. On Ragna it works on non-fatal too. :p
GreekAngel Posted January 2, 2014 Posted January 2, 2014 Hehe, I never tried it on fatal cause fatal 5Cs are super uncommon. On Ragna it works on non-fatal too. :p I believe it also works on Ara with non fatal 5C
Dreiko Posted January 2, 2014 Posted January 2, 2014 Oh and on the above combo, I messed around with OD stuff and the most optimal thing is as follows, it takes into account multiple things such as having higher life and lacking seals: 5C>CT>662D>8OD>6C>8JD>2>2B>8JC>9JC>6JC>2>8JC>9JC>9JC>6JC>J623B>5C>6D>Daifunka -6.4k The nice thing about the above is that you get full OD duration if you do it right (by canceling the jump cancel startup into OD) rather than OD cancel which allows you to do the combo from high life and it entails a jD early enough into the combo so that you won't lose out by the jD-less frkz combo rate in case you lack the seal. It still does need the fu rin seals though, but you can modify the jCs a bit if you lack em so it's not too much of an issue.
rei-Scarred Posted January 2, 2014 Posted January 2, 2014 I don't fuck around with OD literally ever because I personally think Bang has one of the worst ODs in the game haha, but basically all the practical stuff in your video I was planning on posting in my cv (i might just make some shit mini with my sloppy seconds ;_; ). Specifically corner throw>airdash>j.B>j.C>5C (you used CT I used 6D here) is really viable and imo the best throw combo route for sure. Also I had to watch an old japanese Bang combo tutorial to realize that command throw 2nd hit P2 was beyond shit while 1st hit was still good. Couldn't even fathom that you could get more damage rapiding the first hit then the second. I've been using: corner cgrab->RC first hit->crossunder 6B->2B->623B->d.5C->6D->623B SMP, but it looks swag as hell, does dece dmg, and if you have 100 meter the 623B at the end is easily replaced with daifunka
ReynTime180 Posted January 2, 2014 Posted January 2, 2014 So, after some fooling around with just what I came up with last night, I've found out that Bang's CT is really shitty! Like, even worse than what we originally thought. I tried the high health 6C>super crash>j.C>super crash>Daifunka and it barely gets more than none CT. I'm going to have to play around with it a bit more.
GreekAngel Posted January 3, 2014 Posted January 3, 2014 I did some combos. Here's a 5A starter: Here is a more optimal(?) version of the Derikoo special combo he posted: In case we get JC raw and we can do whatever with it: And what the fuck was I thinking when I did this? Can someone explain to me?
ReynTime180 Posted January 3, 2014 Posted January 3, 2014 Vid 1: Pretty nice Vid 2: Lookin optimalerer Vid 3: j.C is the new 6C Vid 4: I guess we can do something with this at another time?
bugrit Posted January 3, 2014 Posted January 3, 2014 im not sure if this is the right spot, but it kind of is combo discussion related... im having trouble getting consistent C nail after j.D, its old bread and butter but i feel the slight speed change of the game or something is making me drop it a lot more now and i cant quite figure out what im doing wrong.... so for 5A 5B 2B 6C j.D 236C. >> into whatever. in CS1 CS2 CSE i used to just do the 6C j.D 2369C and time the 9 input so that it comes right after the j.D hits and it would work. this doesnt seem to work anymore in CP, i feel like i need to hit 8/9 before the 2369 to actually jc the j.D before it will come out but every now and then i get 6236C the command grab. or it just doesnt come out so even though my success rate is going up with this, it doesnt seem right because ive never seen anyone else make this whiff/mistake before. does anyone know whats going on or have any tips/clues on how to get this fundamental link working? my execution isnt ass but isnt pro, im pretty confident im misunderstanding something... but i could be wrong.
GreekAngel Posted January 3, 2014 Posted January 3, 2014 im not sure if this is the right spot, but it kind of is combo discussion related... im having trouble getting consistent C nail after j.D, its old bread and butter but i feel the slight speed change of the game or something is making me drop it a lot more now and i cant quite figure out what im doing wrong.... so for 5A 5B 2B 6C j.D 236C. >> into whatever. in CS1 CS2 CSE i used to just do the 6C j.D 2369C and time the 9 input so that it comes right after the j.D hits and it would work. this doesnt seem to work anymore in CP, i feel like i need to hit 8/9 before the 2369 to actually jc the j.D before it will come out but every now and then i get 6236C the command grab. or it just doesnt come out so even though my success rate is going up with this, it doesnt seem right because ive never seen anyone else make this whiff/mistake before. does anyone know whats going on or have any tips/clues on how to get this fundamental link working? my execution isnt ass but isnt pro, im pretty confident im misunderstanding something... but i could be wrong. I have problems with that too. But what I do is that I constantly hold 8 when I do JD and after it hits, I quickly do 2369C and the jump cancel and the C nail happens. I wish I can explain it better, though ;A;
Dreiko Posted January 3, 2014 Posted January 3, 2014 The properties of jD changed so while in the past you would jump cancel it, now you have to cancel the landing recovery of it. It's still a jump cancel input but you have to delay it considerably so doing it too quickly can mess it up. I do 8236C for it.
ReynTime180 Posted January 3, 2014 Posted January 3, 2014 im not sure if this is the right spot, but it kind of is combo discussion related... im having trouble getting consistent C nail after j.D, its old bread and butter but i feel the slight speed change of the game or something is making me drop it a lot more now and i cant quite figure out what im doing wrong.... so for 5A 5B 2B 6C j.D 236C. >> into whatever. in CS1 CS2 CSE i used to just do the 6C j.D 2369C and time the 9 input so that it comes right after the j.D hits and it would work. this doesnt seem to work anymore in CP, i feel like i need to hit 8/9 before the 2369 to actually jc the j.D before it will come out but every now and then i get 6236C the command grab. or it just doesnt come out so even though my success rate is going up with this, it doesnt seem right because ive never seen anyone else make this whiff/mistake before. does anyone know whats going on or have any tips/clues on how to get this fundamental link working? my execution isnt ass but isnt pro, im pretty confident im misunderstanding something... but i could be wrong. Ya, the timing has changed but you can still do it. You have to wait till you've landed (j.D will bring you to the ground now) and then jump cancel and c-nail.
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