xlolxlolx Posted October 5, 2014 Posted October 5, 2014 you won't get anything of similar damage for 25 meter, closest you can get is off crouch hit combo into 5d ex teleport stuff
Skye Posted October 6, 2014 Posted October 6, 2014 I think you should save your meter anyway. 214ab CH is a godly starter, gets 3k off of just a bnb, and 5-6k with burst and/or meter
crimsonstardust Posted October 7, 2014 Posted October 7, 2014 I'm having some trouble with 2C (FC) 236B 4B jA jB(1). I can't get get jB to come out after I hit with jA, I'm landing before it even comes out. Do I need to link jA earlier or something?
xlolxlolx Posted October 8, 2014 Posted October 8, 2014 bunch of combos i commonly use crouch hit 5aa>5b>2b>5c>5d>236c/d safe jump j.b(works against >10f reversals)/crossup teleport oki crouch hit 5aa>5b>2b>5c>5d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>j.236c/d safe jump j.b(works against >8f reversals)/crossup teleport oki 2d/j.2d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>j.236c/d safe jump j.b/crossup teleport oki ch knife>dash 5aa>5b>(2b)>5c>214b>4b>4b air hit ch high knife>dash 5aa>2b(1)>j.a>j.b(1)>dj.b>j.c>air dp 5aa>5b>(2b)>5c>214b>4b>dp(2)>j.236236c>dash 5b(1)>5c>214b>[4b>4a] or [dp>air dp] 5aa>5b>(2b)>5c>214b>4b>burst>(walk back 2c)>dash 5d>236c>[dash 2a>5b(1)>2b>sweep>214b>4a>4a] or [5aa>2b>sweep>214b>dp>air dp] corner 5aa>5b>(2b)>5c>214b>4b>dp(2)>j.236236c>2b>5b(1)>5c>sweep>[214b>dp>air dp] or (without 1st 2b)[214b>4a>4a] throw>rc>backstep/iad 2c>5d>236c>(dash) 5aa>5c>(sweep)>214b>dp>air dp throw>rc>backstep/iad 2c>delay iad j.b>2b>5b(1)>5c>sweep>214b>4a>4a corner throw>burst>2c>5d>236c>5aa>5b(1)>2b>sweep>214b>dp>air dp corner command throw>rc>5aa>2b>5b(1)>5c>sweep>214b>4b>4a corner command throw>burst>2c>5d>236c>5aa>5b(1)>2b>sweep>214b>dp>air dp fc 5aa>5b>(2b)>5c>214b>4b>j.a>2b(1)>(5c>2c)>5d>dash 2a/5a>ender ch j.2d>236cd>low j.b(1)>2b> fc 2d>236a>(dash 5c)>2c>5d>236c>dash 2a/5b>ender ch 214214a>dash 5c>214b>4b>dp(1)>j.236236c>dash 5b(1)>214a>dp>air dp ch 214214a>dash 5aa>2b>5b(1)>5c>sweep>214b>dp(1)>214214a ch 214214a>dash 5c>214b>4b>dp(1)>j.236236c>dash 5b(1)>214a>dp(1)>214214a in corner ch 214214a>dash 5c>214b>burst>2c>5d>236d>dash 2a>5b(1)>2b>sweep>214b>4b>dp(1)>j.236236c>dp(1)>214214a
Kikuichimonji Posted October 12, 2014 Posted October 12, 2014 I'm having some trouble with 2C (FC) 236B 4B jA jB(1). I can't get get jB to come out after I hit with jA, I'm landing before it even comes out. Do I need to link jA earlier or something?I'm pretty sure that the combo is FC 2C 5B 5C, 236b, 4b, j.a, *2b*, 5d
Snatcher Posted October 12, 2014 Posted October 12, 2014 You should do FC 2C,(5C) xx 214B, 4B, jA, 2B(1),5C,2C,5D xx 236D, into whatever.
Kikuichimonji Posted October 13, 2014 Posted October 13, 2014 You should do FC 2C,(5C) xx 214B, 4B, jA, 2B(1),2C,5C,5D xx 236D, into whatever. 2B, 2C doesn't combo from my testing.
Orrax Posted October 13, 2014 Posted October 13, 2014 (edited) This works and does good damage meterless: FC 2C 5C 214B 4B j.A 2B(1) 5C 2C 5D xx 236C land 5A 5B 5C 214B 4B 4A = 4620. I tested it on Chie, and I had to delay the j.A a bit to get the 5C to connect after 2B(1). I haven't tested it on anyone else yet. Edited October 13, 2014 by Orrax
xlolxlolx Posted October 13, 2014 Posted October 13, 2014 you get about 5k with max damage ender i think i posted it somewhere
crimsonstardust Posted October 13, 2014 Posted October 13, 2014 I'm pretty sure that the combo is FC 2C 5B 5C, 236b, 4b, j.a, *2b*, 5d Oh crap that explains a lot, I guess I had a derp moment when I was looking it up in the midscreen stuff. Thanks for clarifying that.
Snatcher Posted October 13, 2014 Posted October 13, 2014 2B, 2C doesn't combo from my testing. Yeah, that was a typo, it's 2B(1),5C, 2C. My bad.
Kikuichimonji Posted October 17, 2014 Posted October 17, 2014 The j.a 2B 5C part of the combo seems extremely finnicky. I've literally done it once in an hour and a half of testing. Going straight into 2B (1) , 5D, however, seems to work much more consistently. Do you delay the j.a for as long as possible, then hit 2B right as you land?
Yoru13 Posted October 17, 2014 Posted October 17, 2014 What combo would u do if u did 2b but it hits low (anti air) not the tip. After the 2nd hit. What do u do if u anti air 5aa? Basic stuff. I don't own this game. Gonna play tomorrow. Help would b appreciated. =]
Kikuichimonji Posted October 17, 2014 Posted October 17, 2014 What combo would u do if u did 2b but it hits low (anti air) not the tip. After the 2nd hit.90% of the time, the best option is to cancel the 2b after the first hit with 5C and do B rekkas. 5B (1) -> 214 AB can usually be used to follow up the second hit of 2B otherwise, but it's inefficient. What do u do if u anti air 5aa? Chain to 5C, same as above. Auto combo would work too.
Snatcher Posted October 17, 2014 Posted October 17, 2014 @Kikuichimonji how is the combo failing for you? Are they teching because the 5C is whiffing due to their height? Or is the 5C too slow to reach them? Can you provide a video of some of your attempts? @Yoru13 high altitude 2B,5B(1),5C is pretty reliable. Medium altitude and lower, I usually do 2B(1),5C. Off AA 5AA, do 5AA, 5C, 2B(1), 5B(1), 5C. Those are all applicable off CH air to air jB, choosing the appropriate one based on their height when you land, naturally.
donelf Posted October 17, 2014 Posted October 17, 2014 What combo would u do if u did 2b but it hits low (anti air) not the tip. After the 2nd hit. What do u do if u anti air 5aa? Basic stuff. I don't own this game. Gonna play tomorrow. Help would b appreciated. =] for your first question what you can do after 2b anti-air is 2ab (sweep) > 214b > 4b > 4b or after 2b hit 2b > j.c > j5b > j5b > j5c > 214c and do the safe jump after that For the second one if you use 5aa to be your anti-air dpends on the height if its high enough you can do 5aa > 5d > 214c > 2a > 5b > 5c > 214b >4b > 4b If it hit low just do the generic stuff 5aa > 5b(1hit) > 2b (sweep) > 214b > 4b > 4b and you can insert some super and omb just replace the 4b to dp then do the super to extend your combo and make it more edgier
Yoru13 Posted October 18, 2014 Posted October 18, 2014 Thanks to every1 who replied. I'll try them out tomorrow and see what works best for me. The reason I asked the 5b question is cause I usually do 2b > 5b (1) > 5c > rekka, but on lower height the 5 b whiffs and leaves me in an ugly situation. 5a cause I guess ppl r trying to chicken block (which is a terrible idea in this game). I asked for 2 hits cause I'm bad and need an easier hit confirm. I'm sure u can get more mileage off of 1 hit on both situations.
Kikuichimonji Posted October 18, 2014 Posted October 18, 2014 Just so we're clear, the characters that the 214AB loop doesn't work on are Yukiko, Kanji, and Sho/Minazuki, correct? Against these same characters, does teleport -> dash 2A also fail? When doing corner combos off something like 5B -> 5C -> 214B -> 4B ->: DP xx C Super, there's nothing really more optimal than just 2B(1) 5B 5C rekkas, right? @Kikuichimonji how is the combo failing for you? Are they teching because the 5C is whiffing due to their height? Or is the 5C too slow to reach them? Can you provide a video of some of your attempts? I didn't realize you had to delay the 5C after the 2B, I started getting it consistently right when I started testing again today. If someone hadn't mentioned it earlier in the thread I would never have caught it. bunch of combos i commonly use fc 2d>236a>(dash 5c)>2c>5d>236c>dash 2a/5b>ender Testing against Minazuki from starting positions, my 5D kept whiffing in this combo. I don't think it's possible to delay the 5D here. Instead, I started doing FC 2D -> whiff 236 A -> dash j.B -> 2B (1) -> delayed 5C -> 2C -> 5D -> 5AA -> 5C -> 214B -> 4B -> 4A.
Murderbydeath Posted October 19, 2014 Posted October 19, 2014 crouch hit 5aa>5b>2b>5c>5d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>j.236c/d safe jump j.b(works against >8f reversals)/crossup teleport oki I cannot get the j.2D to connect for the life of me. Is there some trick to the timing?
Kikuichimonji Posted October 19, 2014 Posted October 19, 2014 I cannot get the j.2D to connect for the life of me. Is there some trick to the timing? You have to do that exact combo with the listed number of j.b hits for each j.b. The j.2d is immediate.
Orrax Posted October 20, 2014 Posted October 20, 2014 You also need to hit the j.B(1) as soon as possible after the teleport.
xlolxlolx Posted October 20, 2014 Posted October 20, 2014 sorry really late responses fc combo route it's mainly the delay j.a and delay 5c, i can do it consistently offline but if its netplay ill just do 2b(1)>5d if you're like exactly p1 position you can connect dash 5c after dagger whiff, most of the time youll be at ranges where the dagger will hit when you throw out 2d at the ranges it's actually decent at anyways, if you want to be a baller you can do fc 2d>whiff 236a>5c>2c>iad delay j.b(1)>2b(1)>5c>2c>5d>236c>5aa>2b>5b(1)>214a>4a>4a or 5c>sweep>dp>air dp for more damage than the standard route, and you can also 5c>2c>j.d>236c>2a on everyone but the four i was 1f off on testing the ex teleport combo safe jumps, it only beats 10f and slower, so it loses to akihiko's dp
Murderbydeath Posted October 21, 2014 Posted October 21, 2014 You have to do that exact combo with the listed number of j.b hits for each j.b. The j.2d is immediate. I assume no number means 2 hits, and if so, then I have been doing it with the correct number of hits. I still can't get it to work for some reason. You also need to hit the j.B(1) as soon as possible after the teleport. I suspect this might be my problem.
AM_Synapsse Posted October 27, 2014 Posted October 27, 2014 is there something special you have to do to follow up with 2A off 236 C? Is there a special input to get there sooner? I heard about a "microdash" but I don't really understand how to input it properly, is there a link to an explaination or can someone explain it to me so I can feel less dumb
Kikuichimonji Posted October 27, 2014 Posted October 27, 2014 is there something special you have to do to follow up with 2A off 236 C? Is there a special input to get there sooner? I heard about a "microdash" but I don't really understand how to input it properly, is there a link to an explaination or can someone explain it to me so I can feel less dumb It's a dash cancelled into a 2A immediately. When you do it right, it doesn't even look like you dashed, but the combo will connect. That combo fails on both Shos, Kanji, and Yukiko because 2A won't connect.
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