AM_Synapsse Posted October 27, 2014 Posted October 27, 2014 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. That's what I thought, but I think I'm inputting the dash incorrectly or maybe too late, do you do it immediately after 236+C hits? So ideally 236+C xx 663+A(or 236+C > 663+A) is there another alternative that will still work? Like wouldn't 5A work in most cases, or do you really need the low end hit?
xlolxlolx Posted October 28, 2014 Posted October 28, 2014 there's actually a timing you need for air hit 236c>dash 2a, too fast and it'll just whiff depending on how high you hit them with 236c, normally it's safer to 5a because of massive hitbox but some combos dont allow for it, a microdash is a 0f dash so you're literally sliding forward during the startup of the move
AM_Synapsse Posted October 28, 2014 Posted October 28, 2014 Okay, cool. Thanks for the info. After trying it earlier I probably got it once in like 20 tries but with time that'll fix it. it's definitely super tight but I'm having a lot of fun with him in training mode regardless, so getting over these humps will make it worth the while for sure and I'm sure it helps with the other characters as well. Pretty much finished his challenges(take 25) and started working on this stuff very slowly..basically I'd expect me to ask a lot of dumb questions for a bit
Kikuichimonji Posted October 28, 2014 Posted October 28, 2014 This is just a quick post to bring up some things I keep forgetting to mention. Air to air CH DP gives you a combo in the corner, you can pick up with 5B(1) 5C 214B 4B 4A. Against Narukami, I managed to combo off the command grab midscreen with a OMC while holding 6 and immediately hitting 5A or 5B. The timing is extremely tight, but possible. I would guess this works on everyone. I need to test more. In any situation where you get anti-air 5AA 5C midscreen, you can follow up with 5B(1) 2B(1) 5C 214B 4B 4A. After one Wings of Purgatory in the corner, you can end in something like 2B(1) 5C 5D 214D. It does less damage but against characters with slow uppercuts it might be worth it to get the crossup safe jump. Whenever you are in the corner, if you get the one hit version of Izayoi (DP)-> C Wings of Purgatory after 214B 4B, they're going to end up outside the corner. If you get the two hit version, they will end up still in the corner. 2AB 214B 4B will always send them out of the corner. However, whether you get the 2 hit or 1 hit version off a 5C 214B 4B where they are splatted on the ground seems very arbitrary. I assume it has something to do with the timing of the 214B, but I haven't confirmed. My best current corner command grab OMC is: 214C/214D, OMC, 5AA 5C 5B(1) 2B(1) 5C 2AB 214B 4B 4A, which does around 3050. In very high proration combos, Izayoi will often still knock down, but Ura Izayoi will not. In fact, it seems that it can be punishable on hit. After two Wings of Purgatory midscreen, I don't think Minazuki can combo anything besides dash 5B(1), which won't lead to anything. After an air throw in the corner, you can do a meterless combo at most heights of: j.B(1) 5AA 5C 2B(1) 5B(1) 5C 2AB DP j.DP If you don't want to do the double DP, I think you have to skip part of the combo. I've messed around with midscreen air throw OMC combos involving air dash j.B, but it seems like you need to get the 2 hit version of j.b and it is VERY height specific. You can instead do 2D 214C. However, I think air throw (no OMC) -> D Wings of Purgatory combos, so that would be my go-to option for tacking on damage to an air throw. It is possible to do the SB Destructive Fang -> 2A with the B rekkas as well as the A ones, and this should be more optimal because it does more damage.
Corro Posted October 29, 2014 Posted October 29, 2014 was testing mid-screen command grab omc stuff 5a will hit but 5aa will whiff so you can't get a full string best I could get was : 214C/D > [6]OMC , 5B(1) > 2B(1) > 5C > 214B -> 4B -> 4A (2569) compared to 2374 with the super cancel, not much more damage but worth it for the knockdown and lets you extend it with supers if want more damage if you're close enough to the corner you can do dash 5a into the corner combo as long as the 5aa hits
GreekAngel Posted November 22, 2014 Posted November 22, 2014 Hi guys. Figured I should post up a challenge mode Solution, even if it may not be appropriate here. Shoutouts to Guymam, for he would totally do this: https://www.youtube.com/watch?v=S-cBQDuKqfs&feature=youtu.be And the Game's Solution in a high quality, even though there may be videos of it already: https://www.youtube.com/watch?v=sxpj1cr0QJE&feature=youtu.be Have a fun time <3
Yoru13 Posted November 25, 2014 Posted November 25, 2014 After mid screen 1 more burst, how do connect the 2c? Do u just walk back a little? How do u connect 2a after teleport combo mid screen? I know u delay the 5d, but I'm not getting it consistently. Any tips on the micro dash would b great. What's the combo off of guymam? Is it only counter hit?
TheHitmarkersPro Posted November 26, 2014 Posted November 26, 2014 What's the combo off of guymam? Is it only counter hit? Guymam > 5B(1) > 5C > 214B > 4B > 4A i think you can do dash 5aa too it's not a Guymam unless it counter hits, so yeah
Cashus Posted November 26, 2014 Posted November 26, 2014 After mid screen 1 more burst, how do connect the 2c? Do u just walk back a little? How do u connect 2a after teleport combo mid screen? I know u delay the 5d, but I'm not getting it consistently. Any tips on the micro dash would b great. What's the combo off of guymam? Is it only counter hit? Yea. You have to walk back just a little bit. small step. At the end of the teleport animation you should already be buffering dash 2A. Its really easy after a good bit of practicing.
Yoru13 Posted November 26, 2014 Posted November 26, 2014 Thanks for the replys! I wish I could practice it. I don't own the game, haha. I'll try it out today at friends house. I can omb in corner no problem, but I gotta learn that mid screen.
Lucalibur Posted November 27, 2014 Posted November 27, 2014 2C(FC)>5C>214B>4B>J.A>2B(1)>5C>2C>Forward jump>Delayed J.B(1)>5B(1)>2B(1)>5C>2C>5D>236C/D>5AAA>Slightly delayed Air F-action for 4795 and 52 meter gain God bless this character. Only tested on Narukami and there are probably much better combos, but it's just too fun to bounce people around like this.
TheHitmarkersPro Posted December 1, 2014 Posted December 1, 2014 Was messing around with 5C CH Air hit combos for punishing annoying DPs that stay in the air. Midscreen 5C CH Air hit > 2C > 5D > 236C/D > 5AA > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or DP > j.DP ~3.6k Corner 5C CH Air Hit > 2C > 5D > 236C/D > 5AA > 5C > 5B(1) > 2B(1) > 5C > 2A+B > 214B > 4B > 4A or DP > j.DP ~4k Also, Far-but-near-corner meterless 2C FC confirm FC 2C > (5C) > 214B > 4B > dl j.A > (dl) 2b(1) > 5C > 2C > 5D > 236C > 2A > 5C > 5B(1) > 2B(1) > 5C > sweep > 214B > DP > j.DP does 5049 with the 5C, and 4901 without it.
TheHitmarkersPro Posted December 28, 2014 Posted December 28, 2014 https://www.youtube.com/watch?v=492PWEtl3ss&feature=youtu.be gdlk 50 meter combo off corner j.B(2) or j.B CH, does 4.9k~5.2k depending if CH or not https://www.youtube.com/watch?v=1B7ONU5I4yE&feature=youtu.be alternate challenge 30 solution, also 8.3k damage
TheHitmarkersPro Posted January 20, 2015 Posted January 20, 2015 FC 2D combos http://youtu.be/spYpDSgvQ1Q
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