Rikir Posted August 28, 2014 Posted August 28, 2014 This combo: 214bb, air back dash (combo starts here) j.c, 5cc, 214cc, 6c, 236b, 236a, cs, orb hits, vo, 214bb, 22, ex command grab, j214a, ex command grab, j214a, iw 5350k Could this just be done from: 5cc, 214cc, 6c, 236b, 236a, cs, orb hits, vo, 214bb, 22, ex command grab, j214a, ex command grab, j214a, iw If so does it do much less damage and would it be worth doing from a awkward starter like a 2a?? Well theres no reason why this combo wouldnt work from 5CC. And this combo would be impossible from 2A, unless you go 2A > 5C immediately. Hang on just noticed t.c, 5cc, 214cc, 6c, 236b, 236a, cs, orb hits, vo, 214bb, 22, ex command grab, j214a, ex command grab, j214a, iw 5350k Is this supposed to be 214a? I'm confused Yes that should be j.236B > j.214A
deibu Posted August 29, 2014 Posted August 29, 2014 Just to confirm does combos from 2A>2A cause to much hit deterioration to do 214C>6C?
Kaori Posted August 29, 2014 Posted August 29, 2014 Just to confirm does combos from 2A>2A cause to much hit deterioration to do 214C>6C? Yes, only way to do it off 2a is to go 5c instantly
brett_ Posted September 1, 2014 Posted September 1, 2014 For those of you who sent requests to see my Seth Notes document, they're public again. Also for those of you guys who were wondering what my 8k combo was, it's a gimmick reset that usually works the first time only: just do the 5.2k VO whiff EX-S ender combo, but after the first Ex Command throw, reset with a delayed j.2C into the same stuff. does ~7.7k from 5a/5b. Tried it on various people, even people who played against seth a lot. Usually once they see the VO they stop paying much attention :P. The reason I do j.2C is because it's an overhead. Still failed to top 8 at Summer Jam despite hiding tech though - sorry for letting you guy down orz.
Kaori Posted September 1, 2014 Posted September 1, 2014 Someone explain to me how j236b j214a cs vo orb works, because unless that's a typo I really dont see how this is supposed to work
o Nereus o Posted September 1, 2014 Posted September 1, 2014 Someone explain to me how j236b j214a cs vo orb works, because unless that's a typo I really dont see how this is supposed to work Same here... i was trying to do the combo.. and i couldn't figure out how it works.
o Nereus o Posted September 1, 2014 Posted September 1, 2014 For those of you who sent requests to see my Seth Notes document, they're public again. Also for those of you guys who were wondering what my 8k combo was, it's a gimmick reset that usually works the first time only: just do the 5.2k VO whiff EX-S ender combo, but after the first Ex Command throw, reset with a delayed j.2C into the same stuff. does ~7.7k from 5a/5b. Tried it on various people, even people who played against seth a lot. Usually once they see the VO they stop paying much attention :P. The reason I do j.2C is because it's an overhead. Still failed to top 8 at Summer Jam despite hiding tech though - sorry for letting you guy down orz. Is j.2C only an overhead in those conditions?
brett_ Posted September 1, 2014 Posted September 1, 2014 Is j.2C only an overhead in those conditions? No. It's simply not an overhead while rising, otherwise instant j.2C would be broken lol.
o Nereus o Posted September 1, 2014 Posted September 1, 2014 No. It's simply not an overhead while rising, otherwise instant j.2C would be broken lol. Had a friend test this setup out. He couldn't get the j.2C to hit overhead. If it's not an overhead while rising.. are you saying it's an overhead after his EX Command Grab? Because he tested this out after the EX Command Grab and it didn't hit overhead. At this point im convinced it's not an overhead period.
Rikir Posted September 2, 2014 Posted September 2, 2014 j.2C is not an overhead. Rising, delayed, after an assault, or high in the air. It is not an overhead. I was kinda shocked to realize it wasnt until I just checked it now lol. Always assumed it was.
heavymetalmixer Posted September 2, 2014 Posted September 2, 2014 j.2C is not an overhead. Rising, delayed, after an assault, or high in the air. It is not an overhead. I was kinda shocked to realize it wasnt until I just checked it now lol. Always assumed it was. It makes sense, it's too fast to be an overhead.
o Nereus o Posted September 2, 2014 Posted September 2, 2014 j.2C is not an overhead. Rising, delayed, after an assault, or high in the air. It is not an overhead. I was kinda shocked to realize it wasnt until I just checked it now lol. Always assumed it was. I always knew it wasn't an overhead.. so i was shocked when Brett told me it was.
Rikir Posted September 2, 2014 Posted September 2, 2014 Someone explain to me how j236b j214a cs vo orb works, because unless that's a typo I really dont see how this is supposed to work Same here... i was trying to do the combo.. and i couldn't figure out how it works. Hang on just noticed t.c, 5cc, 214cc, 6c, 236b, 236a, cs, orb hits, vo, 214bb, 22, ex command grab, j214a, ex command grab, j214a, iw 5350k Is this supposed to be 214a? I'm confused I bugged True Tech to fix his horrible typo ;o http://www.dustloop.com/forums/index.php?/topic/8881-uniel-seth/?p=839662 Go try that now.
deibu Posted September 2, 2014 Posted September 2, 2014 Someone explain to me how j236b j214a cs vo orb works, because unless that's a typo I really dont see how this is supposed to work I think its supposed to be j.236>214a>214bb4>22(A+B)>632a>CS for mid screen? Rikir posted about this seconds before me haha
Syklone Posted September 3, 2014 Posted September 3, 2014 Why do I keep playing (sometimes) bad high mobility characters. Even when I try to play a different character at first, they just know I'll be back for them after I tried. Speed, mobility are the only ways for me to live. It's probably the freedom.
brett_ Posted September 3, 2014 Posted September 3, 2014 Oh yeah, sorry I was trippin about the j.2C stuff btw - someone do it on often told me it was an overhead, hadn't bothered to check lol.
heavymetalmixer Posted September 3, 2014 Posted September 3, 2014 Why do I keep playing (sometimes) bad high mobility characters. Even when I try to play a different character at first, they just know I'll be back for them after I tried. Speed, mobility are the only ways for me to live. It's probably the freedom. You sir and me, live the same way
o Nereus o Posted September 4, 2014 Posted September 4, 2014 Oh yeah, sorry I was trippin about the j.2C stuff btw - someone do it on often told me it was an overhead, hadn't bothered to check lol. It's cool man. We all make mistakes. So.. i was in the lab yesterday and i noticed that a character can't block when recovering from a jump-in in a certain amount of frames. Now, the timing in which you can get an air-to-ground unblockable (Ill just call it that for now) depends on who you're fighting.. what your opponent does (j.A delay.. j.C early.. empty-jump etc.) And what you do to retaliate. The best way to see what im talking about is to record the dummy jumping at you while holding down-back. I had Nanase shield in the air while holding down-back, and i did 623C with Seth. 623C can be shield-blocked in the air.. i was still hitting her. This may not be practical.. but i thought it was an interesting find.
brett_ Posted September 4, 2014 Posted September 4, 2014 It's cool man. We all make mistakes. So.. i was in the lab yesterday and i noticed that a character can't block when recovering from a jump-in in a certain amount of frames. Now, the timing in which you can get an air-to-ground unblockable (Ill just call it that for now) depends on who you're fighting.. what your opponent does (j.A delay.. j.C early.. empty-jump etc.) And what you do to retaliate. The best way to see what im talking about is to record the dummy jumping at you while holding down-back. I had Nanase shield in the air while holding down-back, and i did 623C with Seth. 623C can be shield-blocked in the air.. i was still hitting her. This may not be practical.. but i thought it was an interesting find. I am unclear what you mean. Your first sentence makes it sound like you're talking about recovering from doing a jump normal or something, but your description of the dummy does not involve attacking, unless you're using the act of shielding to reproduce a "jump-in" - which doesn't make sense since you could just record it doing an actual normal. You're talking about 623C being unable to be air blocked though, so you're saying there's something you can do that makes the dummy unable to block? Please clarify if you can.
Tari Posted September 4, 2014 Posted September 4, 2014 I am unclear what you mean. Your first sentence makes it sound like you're talking about recovering from doing a jump normal or something, but your description of the dummy does not involve attacking, unless you're using the act of shielding to reproduce a "jump-in" - which doesn't make sense since you could just record it doing an actual normal. You're talking about 623C being unable to be air blocked though, so you're saying there's something you can do that makes the dummy unable to block? Please clarify if you can. He's talking about hitting opponents out of landing recovery. Air shielding causes landing recovery for a couple frames, as does pretty much any button press done while a player is airborne. Fwiw: empty jumps do not have landing recovery, afaik.
o Nereus o Posted September 4, 2014 Posted September 4, 2014 I am unclear what you mean. Your first sentence makes it sound like you're talking about recovering from doing a jump normal or something, but your description of the dummy does not involve attacking, unless you're using the act of shielding to reproduce a "jump-in" - which doesn't make sense since you could just record it doing an actual normal. You're talking about 623C being unable to be air blocked though, so you're saying there's something you can do that makes the dummy unable to block? Please clarify if you can. As Tari said.. when someone throws out a normal in the air or shield blocks... it adds recovery to them. It appears i was wrong about the empty-jump then because i had Nanase shield block first so i apologize for the confusion (hence why 623C worked on Nanase). Anyways, If someone throws out let's say Carmine's j.C.. you can hit them on recovery if they whiff j.C if timed right and they can't block. I tried 5B and it worked. Also, when i mean timed right, i mean you can hit them while they're grounded. The best way to visually see this is to do a j.C with Seth.. and see how long it takes for you to block once grounded. The reason why i say this is a bit impractical, is because of the timing as well as it being reliant on the opponent itself via how quickly or slowly they throw out their normal.
Rikir Posted September 4, 2014 Posted September 4, 2014 As Tari said.. when someone throws out a normal in the air or shield blocks... it adds recovery to them. It appears i was wrong about the empty-jump then because i had Nanase shield block first so i apologize for the confusion (hence why 623C worked on Nanase). Anyways, If someone throws out let's say Carmine's j.C.. you can hit them on recovery if they whiff j.C if timed right and they can't block. I tried 5B and it worked. Also, when i mean timed right, i mean you can hit them while they're grounded. The best way to visually see this is to do a j.C with Seth.. and see how long it takes for you to block once grounded. The reason why i say this is a bit impractical, is because of the timing as well as it being reliant on the opponent itself via how quickly or slowly they throw out their normal. Okay I can simplify this with a syllogism: >You can punish people's landing recovery. >Some aerial actions have more landing recovery than others. >Therefore you can punish certain aerial actions more than others.
o Nereus o Posted September 5, 2014 Posted September 5, 2014 Found a 4700+ 3C CH combo earlier today: 3C > 2A (whiff) > 2C (2) > 623A > 5B > 623B > 214AC > 6C > j.236B > j.214A > 214BB > 22 or 2A+B > Dash C > j.6C > j.214A > 41236D Meter: 200 EXS required Vorpal: Not required but is needed to get the 4700+ damage Midscreen This combo is mainly ideal for punishing DP's because the AA version is a bit more strict to do (Have to delay 2C like hell). The key to to getting the 2C off in this combo.. is to delay the 2C until they get lower to the ground.
brett_ Posted September 5, 2014 Posted September 5, 2014 that looks like you took a bnb, threw a 3b in there, then added IW on the end.
o Nereus o Posted September 5, 2014 Posted September 5, 2014 that looks like you took a bnb, threw a 3b in there, then added IW on the end. I edited it... i meant 5B.. not 3B lol. It's pretty much the 2C BnB mixed with the 3C on CH. Im not really that good when it comes to creating combos... im better at expanding them than creating them so i apologize if this isn't "original"
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