AtTheGates Posted November 18, 2008 Posted November 18, 2008 From now on, only post combo and okizeme related stuff here. ninja!/shinobi!/ukemi!/torryah!, ATG NOTATION READ THIS OR DIE! 7 8 9 4 5 6 1 2 3 numbers represent your stick. 236 = quarter circle forward. 9 = up/forward. 8 = up and so on. look at your NUMBLOCK. X(CH) = counter-hit \/ = land, during air combos d. = dashing j. = jumping dj. = double jumping sj. = super jumping iad. = instant air dash (9,6 or 7,4) ad. = air dashing, rarely used. 9/6/3etc.-X or 9-dash X = during furinkazan, 8-way dash in the direction, then use the attack. Bang Combos, Table of Contents: [note: use CTRL+F for the search function, then enter the number + first 2,3 letters.] AND DO NOT POST COMBOS WITH 623C IN THE MIDDLE, AS IT WILL ALWAYS BE TECHED AT HIGH LEVEL PLAY The Basics: 1. Beginner Combos & Chains 1.a Blockstrings 2. Bread and Butter Combos Character-specific & harder Combos 3.a Introduction (The 3 Categories) 3.b Comboing Carl 3.c Comboing Tager 3.d Comboing Arakune 4. Corner Combos & Corner 5C Combos 5. 2D & 2D Counterhit Combos 6. 5D & 5D Counterhit Combos 7. 6D Combos 8. Other character-specific combos [end of first post] 9. Bumpers - how to, setups & combos Combos from other Sources: 10. Combos from Japanese players 11. (old) Arcadia Magazine Combos ---------------------------------- 1. Beginner Combos & Chains: 5A or 2A, 5B,2B,2C you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move. Note that some characters can duck under 5A if they aren't already in hitstun - Noel, Taokaka, Litchi and Rachel. Also, if you pressure certain chars, some of them can low profile under 5A - for example Noel, Taokaka, Jin (and probably a couple more). Make sure to either rush them with 5B or 2A in those situations - mix it up. 5A or 2A, 5B,2B,2C,2363214C , [costs 50% heat, 3468/2479 damage] a ghetto way to combo into the super - works against everyone except noel and carl (use 2369C,land, super for those 2 characters). keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it. jump over opponent, j.4C, \/, dash, 5A... You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C). Important: if you do a jump-in and try to do any combo with juggles, try to connect with 5B,2B instead of 5A,5B,2B - if your chain is too long, some of the 2B,6C and 2B,623B combos will become techable (impossible). 5A or 2A,5B,2B,6C [only against standing opponents, only against Ragna, Hakumen, Tager, Litchi, Arakune, V-13] This chain can lead to some highly damaging combos, with 2-3 seals. For details, see the character-specific combo section. j.A,j.B, dj.C an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else. j.A, j.B, dj.A,dj.B, 623B example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B. 1.a Blockstrings Introduction: since only a couple of Bang's moves are jump-cancelable on block (2B,5A), his pressure might seem unintuitive at first. The key is to maximize your mixup off of 2B to keep up the pressure, mixing in 5C, 2A and throws to crack open your opponent's guard. If you go for 5A,5B,2B all the time, your opponent will learn to instant block and backdash it, so mix it up. good places to use 2A: 1. as a first hit 2. after a blockstring that ends in 2369D, land, dash up, 2A 3. after any jumpins, land, dash, 2Asituations when to use 5C: 1. as a first hit (duh) 2. after 2A/5A,5B 3. after 2A/5A if opponent likes to barrier guard 4. very rarely after a jumpin (nice ace up your sleeve) situations when to use 623C throw or normal throw: 1. as a first hit 2. after a blockstring that ends with 2369D, land, dash up, 623C 3. after a 2A/5A on block 4. after a blocked jump in, land, dash up, 623C situations when to use 6B overhead: 1. as a first hit 2. after a 5C as a chain (only if you are still close enough) 3. dashing 6B when opponent is trapped in shuriken super (as if that's gonna happen more than 1 out of 30 matches ^^) situations when to use 6A low hit: 1. as a first hit 2. after 5C as a chain (only if you are still close enough) 3. during bang install, hold "6" and time A,A,A and so on. pretty nice rush. here are practical examples for the above: Blockstring: 5A,5B,2B, then: a.)2369D. land, continue pressure. b.) j.4C behind enemy. continue pressure or combo. c.) iad.j.4C behind enemy. Mostly useful against big chars like Tager, but a Counter Hit can net you a nice combo. d.)simple j.C. Can be OK once in a blue moon, and only against fat chars or if you have been pushed back a bit. e.) sweep. very risky, can not be jump canceled on block, but can be canceled into 623B to make it safe, or 5D/6D/2D if you feel lucky. Blockstring: 5A or 2A,5B,5C (overhead), then: a.) 2363214C b.)2C, followup c.)6B (overhead, but no combo). Can Rapid cancel for followup, see further down. bang's 5C hits overhead and can be chained into either 2C or 6B for a ghetto 50/50. If your opponent uses barrier guard frequently, only use 2A/5A, then 5C, leave the 5B out - or you will be pushed back too much - the 5C will whiff. 2. Bread and Butter Combos [5A/2A/j.C/j.4C],5B,2B,2C,6D, 6239B [gives 1 Seal, 2212/1586/xx/xx damage] your Bread n Butter Combo which works against everyone. About the input: after the 6D, wait a while before you do the 6239 motion. The button input after the 9 should come as early as possible. What you are doing is a Jump Cancel Cancel - you cancel your jump startup into the ground(!) double palm thrust. Leave the 2B away if you start the combo from really far away.<br/> The Blazblue Mook suggests to dash after this combo, then neutral jump B or j.4C for a left/right mixup, however, you have to be relatively close for this or it becomes unsafe (you will reach your opponent too late), so you should mostly stick to: dash, then j.4C, and mix up from there. [5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken [midscreen only] 2761 damage (2834 damage + poison with shuri) This is your Bread n Butter Combo if you don't care about Seals. Harder against small characters (Rachel, Taokaka, Carl). Against Rachel, you can use the variation with 2A instead, see char-specific combos. The A-Shuri does not hit every character. If you hit with it, your opponent can instantly recover. This leads to new okizeme options, such as, jump, j.623C air throw. However, since this isn't guaranteed, make sure to mix it up. 5A or 2A,5B,2B, 2363214C [costs 50% Heat, only against crouch, 4157/2969 damage] Standard Combo into super, only against crouching opponents. Note that you have to be really close AND cancel the 2B as early as possible for the super to connect. less damage reduction than if you combo the super off of the 2C. 2D(counter hit), j.D, \/, 2B,623B, link 2363214C [costs 50% Heat, gives 2 Seals, 4587 damage] Standard Combo after 2D counter hit if you don't want to go for the 3- or 4 seal combo. Works against everyone except Carl. The 2B, 623B, Super part is quite universal and can be used with other combos that knock down and leave you enough time for a 2B as well. There's a character specific variation for Hakumen/Rachel/Tager/Arakune/V-13/Litchi, scroll down to see more -the damage difference is only 100 points though. FuRinKaZan BnB: 9-Dash j.C,3-Dash, land, 5A,5B,2B,2C,tap 6, hold D, j.D, 3-Dash j.D, OTG 2C. Inspired by the Arcadia Mook & Magazine Combos. Works against everyone except Carl, both midscreen and in the corner. 6D,2369C, \/, very short dash+j.D, j.2369C, \/, 5D,j.B,[dj.B,C] [3 seals, 2 shuriken, 2577 damage, NOT against Rachel] example combo off of 6D. the first shuriken has to be rather high, except against Tager (combo is hard against him). This combo comes from the arcadia magazine. 6B, rapid cancel, \/,2B,623B, (d.2B,),d.6C, air combo costs 50% heat d.2B is optional - might not work against everyone. Does not work against Carl. against Rachel, add a j.D after the rapid cancel for extra damage (3632 damage) same principle as above - short combos allow you to otg 2B into 623B without the opponent being able to tech. this is a nice way to combo after the 6B overhead, the damage is quite good. 623C, RC the 2nd Hit, \/, walk back, j.D, \/,2B,6C, j.C. [50% Heat, 1 Seal] 2681 damage. Taken from the Wiki (thx goryus) Simple followup to the Command Throw. You can also do 2D, j.D, j.2369C, \/ After the Rapid Cancel to get one more Seal - though the combo after that changes a bit. 623C, RC the 2nd Hit, immediate air backdash, \/, 2363214C [100% Heat, unburstable] 3959 damage 10Stars says: Works on EVERYONE, and it's completely unburstable <- thx for the combo! j.623C RC combos <- thx to 10Stars for most of those! j.623C, RC right before the third hit, 2D, j.D,\/,2B,6C, j.C [50% Heat, 2 Seals, not against Rachel] 3775 Damage - does not work against Rachel. Alternative: delay the j.D after the jump cancel, and later, use a jump combo after the 2B. - against Taokaka, use a sj.D so Bang turns around (you'll see what i mean) - against Arakune, use j.B,j.C,j.623B at the end - 4240 Damage. j.623C, RC right before the third hit, 2D,j.D,j.2369C, \/, 2363214C [100% Heat, 2 Seals, 1 Shuriken] 5101 damage - hard against rachel. delay the j.D after the jump cancel to make it hit, and push "C" for the j.2369C a little late. j.623C, RC right before the third hit, 2D, j.D,j.2369C,\/,j.D, j.2369C, d.5C,2C,623B [50% Heat, 2 Shuris, 3 Seals, only against Carl, Noel, V-13] 3930 damage - only against Carl, Noel, V-13 - see Tager section for an alternative. - against V-13: use d.6C,j.623B, \/,2C midscreen. 4201 Damage - againstCarl you can use d.5C,623B instead of 2C if you like. hit them late while they are webbed. 3952 Damage (only 22 more - but other okizeme options). Throw, on Hit 623B, RC, air dash, j.D,\/, 2B,6C, j.B,j.C, optional A Shuri: [50% Heat, 0-1 Shuri, not against Carl] 2837 Damage Taken from the Dora section. BnB off of a throw - since it's better to use the command throw in an offensive situation, you will probably only use this combo if you throw by accident when trying to tech. You can add a j.623B at the end against Arakune (anywhere) and Tager (corner only) for 3031 damage. 3. Character-specific & harder Combos 3.a Introduction To make things easier to understand, first, let's divide all characters into 3 categories: 1. Tager, Ragna, Hakumen - can be hit with 6C,j.D while standing 2. Litchi, Arakune, V-13 - can be hit with 6C, jump cancel dj.D while standing 3. everybody else - can not be hit by 6C while standing at all. characters in category 1 have a big hitbox and are easy to combo. you want to go for the 2+ seal combos here that do nice damage. characters in category 2 are a little harder to get seals from, but nonentheless there are some very damaging combos against them. characters in category 3 are a pain in the ass to combo, most of the time. since there are no specific combos against them while standing, you might as well go for a combo into 2C -> whatever. Both Category 1 & Category 2 BnB without Nails & Seals against standing chars: 5A,5B,2B,6C, delayed j.623B, \/, 2B,6C,dj.B, dj.C (dj.623B*) [not in corner] 3211 damage *=You can add on a j.623B against Arakune(anywhere), Hakumen (need to delay the last doublejump after 6C) and Tager (corner) for 3460 damage. this is a damage BnB if you don't go for seals. BnB against crouching chars: combo in 2B,623B, d.5B,2B,6C, j.C, j.623B 3180 damage [not in corner] works against all cat1 & cat2 characters. - Ragna: leave away the last j.623B like the first combo, this is another damage BNB if you don't go for furinkazan. Note that for some characters, landing the last j.C requires stricter timing. Note: you could go for a d.2B, 623B, d.6C combo, see further down below - more damage, but a lot harder. BnB into Super: [5A/2A/j.C/j.4C],5B,2B,6C,j.D/dj.D*,\/,2B**,623B, 2363214C [50% Heat, 1 Seal] 4454+ Damage *= use dj.D for Category2 Characters. **==You can use 6A for Category1 characters for more damage. Category 1 BnB against standing chars: (5A/j.4B/j.C), 5B,2B,6C,j.D,j.2369, wait a split second, C, \/,d.6C,j.D,j.2369C, \/, then: a.) against Tager: d.5C,5D, sj.C [3 Seals, 2 Shuris, 3500-3600 Damage] b.) against Ragna & Hakumen: d.5C, then [623B or 2C] [2 Seals, 2 Shuris, 3400-3500 Damage] c.) Variation against Hakumen & Ragna: in the end d.6C,j.623B,\/,OTG 2C [2 Seals, 2 Shuris, only midscreen] - more damage than the b.) combo. Furinkazan Combos, Category 1 [j.C or 5A,]5B,2B,6C,j.D,6-dash j.D,\/,2B,6C,9-dash j.B,1-frame 6-dash j.D, 2-dash, \/, 2C, okizeme [damage: 4595/4481] works both midscreen and in the corner. taken from the dora section, slightly modified. In the corner against Ragna/Hakumen/Tager, use a j.236C before you land for the last time, then 2363214C - 50% heat, 5183 Damage. Thx @ TornAparT for this variation. 2. Category 2 (5A/j.4B/j.C), 5B,2B,6C, dj.D, \/, 2B, then: a.) against all:2363214C [1 Seal, 50% Heat, 4454+ damage] b.) against all: 6C, j.B,j.C [1 Seal, 3176+ damage] c.) against Arakune only: 6C, j.B,j.C,j.623B [1 Seal, 3431+ damage] 3. 3.b Comboing Carl since Carl can't be hit by 2B,623B as an OTG or even 2C,2363214C, he is quite hard to combo - lots of BnBs whiff against him. So here is a section with combos that offer alternatives. There is no general solution, but OTG Shuriken is definitely your friend against him - especially since his health is low - so what if the damage is reduced a bit? 2D(optional CH),j.D,j.2369C,\/,[j.D,j.2369C,\/, j.D,j.2369C,\/,]* 2363214C [2-4 Seals, 1-3 Shuris, 50% Heat] 4663/4146/4086 Damage *= optional, 100-200 damage less, 1-2 shuri & 1-2 seal morej.D CH,j.2369C,\/,[j.D,j.2369C,\/,j.D,j.2369C,\/]* 2363214C [1-3 Seals, 1-3 Shuris, 50% Heat] 4663/4584/4465 Damage *=optional, you can go for 1 or 2 repetitions if you like. less damage, more seals. Furinkazan vs. Carl:6D, 6-dash,2D, 8-dash j.D, 2-dash, \/, 6A dash cancel, 6C, 7-dash j.B, 9-dash j.C <- thx to 10stars for this one, more coming soon 3775 Damage. [more carl stuff coming soon] 4. 3.c Comboing Tager Tager has such a unique hitbox that Bang has some very nice Tager-specific combos that you MUST abuse. NOTE: there are more specific combos for Tager under the other sections, this is just a primer. the Tager ender: any combo into C-shuriken, d.5C, 5D, sj.C, then mixup while you land. This is the typical Tager ender that you can do off of lots of setups, for example the category 1 BnB against standing characters. other combos: (unsorted)BnB against crouching Tager:5A,5B,2B,2C,j.D,j.2369C,\/, d.5C,5D, sj.C. [2 seals, 1 shuri] 2672 damage. [thx to MGear for that combo!] BnB against Tager after 6B midscreen: 6B,rapid cancel, \/,2B,623B, d.6C,j.D,j.2369C (late), \/, d.5C,5D, sj.C. [50% heat, 1 shuri, 2 seals] 3987 damage j.623C RC BnB against Tager: j.623C, RC right before the 3rd hit, 2D,j.D,j.2369C,\/,d.5C,5D, sj.C [50% Heat, 3 Seals, 1 Shuri] 3890 Damage 5. 3.d Comboing Arakune Just like Tager, Arakune has a pretty unique hitbox - he is execptionally tall when he is juggled. This means that you can very often tack on a j.623B after a j.C in air combos, which doesn't work against any other char. the Arakune ender: any combo into j.B,j.C,j.623B. -->example combo: 5A,5B,2B,623B, d.5B,2B,6C,dj.C,j.623B. 3180 damage. this is the no-seal BnB against crouching Arakune midscreen. 4. Corner Combos & Corner 5C Combos: in the corner, you can do 2C,2D against most characters in the game (except noel, arakune* and Taokaka). The more hits you did before the 2C, the more unlikely it will get that you can go for longer combos after the 2D. The first combos here are for longer combos, the latter off of a 5C. Corner: any combo into 2C,2D,j.D,\/,2C, okizeme [2 Seals, corner only, not against tao,noel,ara] ~2543 Damage Your Corner BNB against most chars. you end with a sweep because a 2B,6C loop isn't possible because of the number of hits. The 2C can be canceled into a jump -> mixup as you like.corner 5C,2C,2D,j.D,\/,2B,6C,j.B,j.C [2 Seals, not against Tao, Noel] 2874 Damage - Carl: no jumping B. - Rachel: sj.D and no jumping B. - Arakune: has to be a point blank dashing 5C, his OTG horizontal hitbox is tiny (makes this combo less practical). Add the usual j.623B at the end. 3046 damage. - Tager: just like with Arakune, you can add a j.623B at the end. 3046 Damage. Corner 5C,2C,2D,j.D,j.2369D,\/,5D,sj.C [3 Seals, 1 Shuriken] 2679 Damage. Taken from the Dora-section. works only against Tager*,Hakumen, Litchi, Jin, Ragna** *= end with 5C,5D,sj.C instead of 5D... for 2884 Damage **= end with 2D, sj.C instead of 5D... for more damage Alternative: Ragna, Hakumen, Litchi, Arakune*, Jin: 5C,2C,2D,j.D,j.2369C,\/,2D, sj.C [1 Shuri, 3 Seals] 2696 Damage *Arakune: has to be a dashing 5C 5. 2D & 2D Counterhit Combos: 2D & 2D CH can lead to 3-4 Seal Combos, or simply an easy combo into super with lots of damage. On the downside, 2D has almost no horizontal hitbox, so it might not be easy to hit with it. Also, keep in mind that normal (non- counter hit) 2D hits are often harder to combo into j.D. Rachel is an extreme example, you need a superjump with a perfectly timed j.D (slightly delayed) to hit her. Other characters that require superjump if you normal hit 2D'd them are: Jin, Tager, xx, xx the most universal combo is:2D/2D(CH), j.D,\/, 2B,6C, dj.B,dj.C [anywhere, 2 Seals] 2967 damage. against Taokaka, Rachel & Carl, leave out the dj.B. hard without counter-hit against rachel, jin, has to be superjumping D, then. against Arakune(anywhere) & Tager (corner), add a dj.623B at the end for 3290 damage. more damaging, but character- and spacing specific combos:2D/2D(CH), j.D,\/, 2B,623B, d.6C, j.623B, \/, OTG 2C, okizeme [not in corner, 2 Seals] 35xx damage works against Jin, Ragna, Hakumen 2D/2D(CH), j.D,\/, 2B,623B, d.2B,6C, dj.B, dj.C [not in corner, 2 Seals] 3437 damage works against V-13, Bang, Litchi, Noel*, Taokaka* *= leave out the dj.B, 3303 damage. 2D/2D(CH), j.D,\/, 2B,623B, d.6C, dj.B, dj.C [not in corner, 2 Seals] 3295 damage alternative against Rachel (also works against Tao, Noel, Bang, Litchi) since d.6C>623B doesn't work on them. <- thx to SMYM for this one against Tager & Arakune:2D/2D(CH), j.D,\/, 2B,623B, d.2B,6C, dj.B,dj.C,dj.623B] [anywhere but can't start point blank in corner, 2 Seals] 3676 damage nice variation with the usual j.623B ender. 2D/2D(CH), j.D,\/,2B,623B, 2363214C [50% Heat, 2 Seals, not in corner, not against Carl] 4587 damage. use 6A instead of 2B for category 1 characters, but make sure the first hit is a 2D counter-hit, or you won't have enough time. 4819 damage. the 4-Seal Combo: 2D/2D(CH), j.D,j.2369C,\/, j.D,j.2369C,\/, 5D, j.B,dj.B,dj.C [4 Seals, 2 Shuris, only against Ragna, Jin, Noel, Litchi, Carl, Hakumen, V-13, Taokaka] 3203 damage. delay the first shuriken as long as possible, before you almost touch the ground. This will make the next j.D much easier. video here. 4-Seal against Tager: 2D/2D(CH),j.D,j.2369C,\/, d.6C,j.D.,j.2369C, \/, d.5C,5D, sj.C [4 Seals, 2 Shuris] 3418 damage if the 2D is no counter-hit, the j.D has to be a superjumping D. Also, since Tager is fat, make sure to delay the D-Button press for the Shuri, so bang jumps a little. That way, you will hit Tager later. 3-Seal against Arakune: 2D/2D(CH),j.D,j.2369C,\/, d.6C,dj.D,\/,2B,6C, dj.B,dj.C,dj.623B [3 Seals, 1 Shuri] 3655 damage. 2D/2D(CH) BnB against Hakumen/Rachel/Tager/Arakune/V-13*/Litchi*: 2D(CH), wait, late 6C,j.D,\/,2B, then: A.) 6C,j.C [2 Seals, 3125 Damage] B.) 623B, 2363214C [2 Seals, 50% Heat, 4654 Damage] For Rachel, it has to be a dashing 6C at the last moment before she techs. *= for V-13 and Litchi, only good in the corner. The better combo midscreen is CH 2D, j.D,\/, 2B,623B, d.2B,6C, dj.B,dj.C = 3437 damage. For Arakune, V-13, Litchi, time it like for Rachel, but jump cancel the 6C into j.D. in case you end up without shuriken, this is a nice way to still deal some damage after a 2D counterhit. inspired by the arcadia magazine combos below. 6. 5D & 5D Counterhit Combos: inspired by WUT's list of which chars can be hit by 5D,j.D: nu (needs ch) tager (needs ch) litchi taokaka Noel ragna (have to do sj.d on ch) Arakune (have to do sj.d on normal hit or just delay j.d) bang (not on ch) Hakumen against everyone in the list:5D, j.D, \/, 2B, 623B, 2363214C [50% Heat, 2 Seals] 4517 damage 5D, j.D, \/, 2B,6C, dj.B,dj.C [2 Seals] 2897 damage - Taokaka: do dj.B,dj.623B at the end, 2995 damage - Arakune, Bang (corner), Tager (corner): add a dj.623B at the end, 3220 damage against LITCHI, NOEL, BANG, RAGNA, HAKUMEN, V-13*: *= CH only, delay j.D after the first jump. 5D, [jD, j.2369C, \/,]x2, 5D, j.B, dj.B,dj.C [4 Seals, 3 Shuris] 3133 damage 5D, [j.D, j.2369C, \/,]x3, 5C,2C, 623B [4 Seals, 4 Shuris] 3277 damage the last j.D is very hard against some chars. to make it hit against eg. Ragna, make sure that the first shuri is tigerkneed rather high. after that,the 2nd j.D in the combo can be input a bit late after the jump, but the shuri after that has to be as close to the ground as possible. 5D, [j.D, j.2369C, \/,]x3, 2363214C [50% Heat, 4 Seals, 4 Shuris] 4016 damage against TAGER:5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, d.5C,5D, sj.C [4 Seals, 2 Shuris] 3348 damage 5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, 2363214C [50% Heat, 3 Seals, 2 Shuris] 4165 damage against TAOKAKA: 3x j.D loop possible but too hard. 5D, [j.D, j.2369C, \/]x2, 5D, sj.B, dj.B, dj.C [4 Seals, 2 Shuris] 3133 damage against ARAKUNE:5D(CH), [j.D,j.2369C, \/,]x2, 5D, j.B, dj.B,dj.C, dj.623B [4 Seals, 2 Shuris] 3336 damage MISC: category 1 and category 2 (except V-13 & Litchi) & Jin:5D/5D(CH), j.B,j.623B, \/, 5B,2B,6C, j.C (j.623B*) [Category 1 & 2 & Jin only, fullscreen] 3054 /3329 Damage *= Hakumen, Jin, Tager, Arakune, XX only this combo works after the same principle than the combos against the category 1 and category 2 characters - juggle with 5B,2B,6C. I was skeptic at first whether it is ok to end a combo with j.C that high, but since dora does it, it must be ok i guess. Alternative for V-13 & Litchi*:5D/5D(CH), j.B,j.623B,\/, 5B,2B, j.B, dj.B,dj.C 3057 damage *= have to juggle Litchi with 5B,2B a little earlier than V-13, or the dj.B will whiff. against almost everyone:5D CH, wait until after hit stop, iad, late j.B,j.623B, \/, 2B,623B, 2363214C [fullscreen, 50% Heat, 1 Seal, not against Carl, Taokaka, hard against Arakune, Bang] 4411 damage SETUPS: since hit confirming a 5D (and landing it in the first place) is not that easy, here are some realistic setups: against BANG: Setup: normal blocked 5A,5B, instant block 2B or instant block TK shuris, -> 5D, A teleport. [more coming soon] 7. 6D Combos: 6D, 2369C, \/, d.6C, dj.D*, \/, 2B,6C, dj.B,dj.C: 2825 damage, 2 seals, 1 shuri. leave the j.B away for Carl and Taokaka: 2714 damage. *= you can leave the doublejump away for all category 1 chars as well as litchi. 6D,2369C, \/, d.6C, dj.D, \/, 2B*, 623B, 2363214C: 3820 damage, 2 seals, 1 shuri, 50% heat. does not work against Taokaka and Carl. *= exchange the 2B with a 6A against category 1 chars. 3964 damage. category 1:6D, 2369C, \/, d.6C,j.D, j.2369C, \/, d.6C,j.623B,\/, OTG 2C -> jump cancel, okizeme. 2844 damage, 2 seals, 2 shuri. needs a lot of room to the corner for the OTG 2C to hit. 6D, 2369C, \/, d.6C,j.D, j.2369C, \/, 5D, j.B, dj.B,dj.C: 2806 damage, 3 seals, 2 shuri also works against Taokaka, but omit the dj.B. against Tager: 6D, 2369C, \/, d.6C,j.D, j.2369C, \/, then the usual d.5C,5D, sj.B,C. 2888 damage, 3 seals, 2 shuri. 4-Seal against Tager: 6D, j.D, j.2369C, \/, d.6C,j.D, j.2369C, \/, d.5C,5D. sj.C: 3090 damage, 4 seals, 2 shuri. category 2:against Arakune: 6D, 2369C, \/, d.6C, dj.D, \/, 2B,6C, dj.B,dj.C,dj.623B. 3024 damage, 2 seals, 1 shuri. category 3:against Rachel: 6D, j.D, j.2369C, \/, d.6C, dj.D, \/, 2B,6C, dj.C: 3025 damage, 3 seals, 2 shuri. 8. Other character-specific combos: 3-4 Seal 6D & 2D(ch) Combos against Tager, Rachel, Hakumen: 6D or [2D counterhit], jump cancel j.D, j.2369C, \/, dash [6C,j.D], then: against Tager: [...]j.2369C, \/, 5C,5D,j.C [2 Shuris, 4 Seals] 3090 or 3418 damage. - if you start the combo from 2D counterhit, both shuris must be a little higher than usual (since Tager is so fat and you want to hit him late). - if you start off of 6D, do the first shuri ASAP. the 2nd one needs to be a little higher than usual. against Rachel: [...]j.2369C, \/, 5D, j.B, j.623B [2 Shuris, 4 Seals] 2865 or 3155 damage against Hakumen: [...], \/, [2B,6C], dj.C [1 Shuri, 3 Seals] 3024 or 3342 damage those combos are quite nice, since you can start them off of a normal 6D hit, even midscreen. Same Combo as below (Arcadia magazine vol. 5) 5C or [2A/5A,5B,2B,]623B, d.2B,623B, d.6C,j.623B [midscreen, not against Taokaka, Rachel, Carl] <- thx to WUT! xx / xx / 3113 Damage 5C or [2A/5A,5B,2B,] 623B, d.2B,623B, 2363214C [50% Heat, midscreen, not against Carl] 4422 / xx / xx Damage quote 10Stars: hit confirmable. Much better than just doing 5c > distortion. 199 more damage, hit confirmable, more heat gain etc. <- ATG says: but also hard as hell. don't bother with this combo online, imo. Video here! <- thx! midscreen BnB against Jin: Combo in 623B, d.5B,2B,6C, j.C. [midscreen] 2886 damage. thx to showmeyamoves for this one.
AtTheGates Posted November 18, 2008 Author Posted November 18, 2008 [*]j.4C 4-Seal Combo vs. Carl & V-13: J.4C, \/, 2C, 2D, j.D, 2369C,\/, j.D, 2369C, \/, 2D, sj.C [2 Shuris, 4 Seals] 2900 damage. thx to WUT for this combo. 9. The Bumper Section Introduction: Rule 1: using 2147A/C (= very low jumping placement) will place those bumpers closer to the ground than if you would do 214A/C. Rule 2: B and D Bumper are placed close to the ground to begin with, if you want to place them higher, you need to 2147, delay(!) B/D. typical Bumper patterns far away, 2147,delay D, \/, 2147C, \/, 2147A. row of 3 bumpers. The D-Bumper is optional. Dora uses those eg. against Carl or Rachel (mainly C and A), Nezu against Tager.BnB in OTG2C [or standard BnB into 6D] ,2147, delay C a relatively safe way to set up a bumper, you have to be quick after it and react to your opponent's tech roll, though. anywhere: BnB into 2C,2369C, j.D, 2147X, \/, mixup Thx to WUT for this one. it's reminiscent of the above combo, uses one more shuriken, but offers different setups (you should be a little closer to your opponent). BnB a litte outside of the corner, 214B: If you are a bit outside of the corner, you can do 214B and it will place a bumper very close to the screen's edge and relatively low. Good for iad.j.C, then bumper dash mixup. Bumper Mixup after BnB into palm thrust in the corner: place a B-bumper right inside of the corner (don't use the C-Bumper - it won't work). If the opponent recovers into the corner, continue pressure into 2B, iad.j.C, then: a.) iad.j.C, then link a 6-bumper-dash j.C (hits overhead) or land and go for a low. Saw this used by DORA BANG vs. Souji Arakune a couple of times. b.) jump, 2 or 3-bumper-dash, land, 2A, combo. you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough. c.) jump, 2 or 3-bumper-dash, land, 5A, continue pressure. you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough, see below. midscreen Blockstring into 2B, jump, then: a.) 3-Dash, \/, 2A into combo behind opponent Bumpers to use: midscreen: any TKd A,C,D Bumper, Corner: TKd C-Bumper (no crossup except Tager or after 623B wallbounce) A very nice setup - it's an almost instant low crossup. There's a gap of course, so use it with caution. b.) 6-dash, j.C crossup, \/, d.5A or B, combo Bumpers to use: see above The overhead crossup option for this 2-way mixup. As with the 2A setup, there's a gap, also it is quite spacing dependant - if you start from too close, your j.C will whiff. Best used when opponent is barrier guarding or you started your pressure string from a little further away. c.) 2-Dash, land, 5A (repeat pressure from beginning) Basically a way to keep up the pressure until your opponent's guard breaks or he finds a way to escape. Bumper Combos 5A,5B,2B, [instant 9-j.C, [3-Dash, \/, 5A,5B,2B] x2, 2C,6D,6239B [standing opp. only] <-- thx to Boss Bang for this one! 2891/3300 damage Bumpers to use: midscreen: standard A,C bumper or j.B/D bumper. Corner: C-Bumper. Pretty damaging combo compared to the standard BnB. Especially useful against chars that are hard to combo otherwise (eg. Noel). Chain into 2C, Jump, 2-dash or 3-dash, \/, 2B,623B, 2363214C: [50% Heat] does a laughable amount of bonus damage compared to 2C into super (only 40), but gives you more heat gauge, 15% instead of 11%. Slightly more useful against Noel, since the 2C, Shuriken into Super combo does 3278, the bumper combo 3508 Damage = 230 more and no shuriken needed (not counting the bumper). against (crouching) Arakune:any 3-hit combo into 2C, jump, 2-dash or 3-dash, \/, 2B,6C, dj.B, dj.C,dj.623B [needs bumper right above you] 2679 damage (off of 5A,5B,2B) Only useful against crouching Arakune, standing bnb does more damage only useful when you are too close to the corner for the normal crouch BnB. seen in this vid. 10. Combos from Japanese Players DORA BANG (ドラ バング) Combos VS ARAKUNE: throw, on hit j.623B, RC, air dash j.D, \/, 2B,6C, j.B,j.C, j.623B [50% Heat, 3031 Damage] nice option to deal some damage off of a throw without using any shurikens. make sure to to the j.D ASAP after the air dash, that way the [2B,6C] part will combo as well as j.B,j.C. during FURINKAZAN (bang install), VS RAGNA:5A,5B,2B,6C,j.D,j.D,\/,2B,6C,9-dash j.B,turn around j.6-dash j.D, j.2-dash, \/, 5C, okizeme [damage: 4481] against Jin, midscreen: 5A,5B,2B,623B, d.2B,6C, dj.B,dj.C, optional A shuri 2868 Damage really hard timing for the d.2B. i would disencourage going for this combo online, otherwise, it's cool.against Jin, midscreen: 5A,5B,2B,623B, d,5B,2B, sj.A,B,C, optional A shuri 2761 Damage easier variation. Corner: 5C,2C,2D,j.D,\/,2B,6C, dj.B,dj.C (optional: air throw) 2874 Damage nice corner combo if you hit with 5C as a first hit only. works against several chars. Corner: 5C,2C,2D,j.D,j.2369C,\/,5D, sj.C [3 Seals, 1 Shuri] xx Damage. 3 Seals against Jin in the corner after 5C as a first hit, probably works against other chars as well. NEZU BANG (ねづ) Combos vs. crouching opponent, in the corner: place a B-Bumper in the corner, short combo into 2B, [jump (9-jump is better than 8-jump), 2-dash, land, 5A,2B] x N. an example combo is: d.5A,5B,2B, [9,2, land, 5A,2B] x2, 2C, 6D, 6239B. 2691 damage.BnB into 2C,6239B, Rapid Cancel, dashing 2D, j.C. [costs 50% heat, gives one extra seal] probably not worth the damage, but definitely an option if you really want to go for furinkazan. DAIOUCHIO(?) BANG (??) Combos [video here.] Against Ragna: j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, jump cancel, okizeme. [1 Seal, 4101 Damage] Combo in 6C,j.D,j.2369C,\/,d.6C,j.D,j.2369C, d.5C,623B [beginning must not be in corner, 2 Seals, 3564/xx Damage (5A or j.4C as starter for chain)] nice ender for the BnB off of 6C.Combo in 6C,j.D,j.2369C,\/,d.6C,j.D,j.2369C,\/,5C,2C, jump cancel for okizeme if you like [corner, standing Opp., 2 Seals, 3379/3550 damage (5A or j.4C as starter for chain)] Combo in 2C,623B, d.5B,2B, j.B,j.C [2742 Damage off of 5A] Combo in 6C,jD,\/,6A(!),623B, link Super [standing Opponent, 1 Seal, 50% Heat,4638 Damage off of 5A] does about 200 more damage than if you would use a 2B. Against Rachel: combo in 2B,623B, 2A,5B,j.A,j.B,j.623B [midscreen, 2610 damage off of 5A] funky looking combo. 11. (old) Combos from Arcadia Magazine Bang Combos, arcadia 2009 3: 1. 4 seals 2D (counterhit), j.D, j.2369C, land, j.D,j.2369C, land, 5D,j.B,dj.B,C 3203 damage (only against Ragna, Jin, Noel, Litchi, Carl, Hakumen, V-13, Taokaka) Video here. delay the first shuriken as long as possible, before you almost touch the ground. This will make the next j.D much easier. Thx @ Mgear for pointing out that the combo is also possible against Taokaka. easy against Ragna, Hakumen intermediate against Jin, Carl, Litchi hard against Noel, V-13 (has to be tested further). 2. 3 seals 2D (counterhit), j.D,dj.236C, 5D,j.B,dj.[b,C] 2935 damage. This combo is an alternative against Tager, Taokaka, Arakune, Bang, since they can not be hit by the 4-seal combo. Note: Tager is the exception, there's a better 4-Seal combo for him in the char specific section. 3. 3 seals j.D (CH), dj.236C, [j.D,dj.236C ]x2, 623B 2975 damage ( NOT possible against Rachel & Tager) 4. 3 seals 6D,j.236C, dash jump j.D, dj.236C, 5D,j.B,[dj.B,C] 2577 damage ( NOT against Rachel) 5. 2 seals j.D (CH), j.236C, 5D,j.B, [dj.B,C] 2810 damage ( NOT against Rachel) 6. 1 seal 2A,5B,2B,2C,6D, jump cancel cancel 6239B this is bang's bnb combo. 1586 damage Furinkazan Combos from Arcadia Magazine j.C, [5B,2B,2C], dash cancel 2B,623B, 9-dashcancel j.C or 2363214C 3289 or 4498 damage j.C, 3-dashcancel, [5B,2B,2C],dash cancel 5D, 9-dashcancel j.D,2-dashcancel 2C [does NOT work against Carl] 3450 damage note by ATG: this combo is obsolete, look under BnB combos for a better version. throw, 3-dashcancel before the hit, [5B,2B,2C], 2363214C 3767 damage2C, dash cancel 5D, 9-dashcancel j.D, 2-dashcancel 2B, 623B, 9-dash jump C or 2363214C 3319 or 4920 damage [lots of notes for those combos, something with V-13 and corner of the stage, 2C,6D, jump cancel. Bang, Carl... 2C, hitstop, push 6. 5D. Combo 4: Bang, Carl, 2C,6D, 2363214C. damage 3821.) Bang Combos, Arcadia 2009 Issue 5: 6D & 2D(ch) Combos against Tager, Rachel, Hakumen: 6D or [2D counterhit], jump cancel j.D, j.2369C, \/, dash [6C,j.D], then: against Tager: [...]j.2369C, \/, 5C,5D,j.C [2 Shuris, 4 Seals] 3090 or 3418 damage. against Rachel: [...]j.2369C, \/, 5D, j.B, j.623B [2 Shuris, 4 Seals] 2865 or 3155 damage against Hakumen: [...], \/, [2B,6C], dj.C [1 Shuri, 3 Seals] 3024 or 3342 damage those combos are quite nice, since you can start them off of a normal 6D hit, even midscreen. 3 seals, standing, Tager j.C or j.4C or 5A or 2A, [5B,2B,6C,j.D],jump cancel j.236C, dash, [6C,j.D],jump cancel j.236C, dash [5C,5D], jump cancel j.C 3766 or 3681 or 2524 damage note by ATG: a maximum of 3 hits before you do the first 6C, or the second j.D will whiff. Ragna, Hakumen: 2 repetitions jump D, something with crouch C, no idea 1 seal, midscreen, standing, Litchi, Arakune, V-13 j.4C, [5B,2B,6C], jump cancel j.D, land, 2B, 623B, dashing 6C, jump cancel, j.623B 3560 damage. note by ATG: jump cancel before the last j.623B is optional. you can also end the combo with a super instead of the dashing 6C. 2 seals, Noel, Carl, V-13 j.C or j.4C, [5B,2B,2C], 2369C, \/, j.D, max delay j.2369C, \/, 5D, superjumping C 2827 or 2774 damage 2 Seals, corner only, Ragna, Jin, Tager, Rachel, Litchi, Bang, Carl, Hakumen [2A,5B,2B,2C,2D], jump cancel j.D, 2C 1822 damage -------------------------------------------------------- Dai's Edit: Remember, if you have questions on how to do combos or why they don't work, take it to the questions thread, this is for listing and discussion about combos themselves, and theory. Also note that the command grab is not listed as something to combo into, due to the fact that !! tech opportunities are always done at higher level play.
TornAparT Posted November 25, 2008 Posted November 25, 2008 has anyone been using shuriken for combo enders? I imagine in some matchups (like Tager), poison would be very handy, especially with Bangs semi decent run away/keep away the only one i use for enders is the poison (j236A). To me the nails are used like this, the poison (j236A) and web(j236C) are used for combos while the bomb(j236B) and triple nails(j236C) have better use outside of combos.
Mike Z Posted December 6, 2008 Posted December 6, 2008 Bang can RC his ground or air throws before he disappears. If you do this for the airthrow, they fall slowly to the ground and you can do dash 5D j.D.
TornAparT Posted December 14, 2008 Posted December 14, 2008 Also, does ending an air combo with j.C make comboing into an air command grab impossible because of the downward plummet? I couldn't combo into it unless I stopped at j.B but I would rather land as many hits as possible if it can be done. Sorry if these questions are a couple weeks behind, haven't been able to play that much. yes, ending an aircombo with j.C makes comboing into an air grab not possible. You can however A.) combo into 236A after j.C or B.) just end with j.C for a knockdown (which command grab and 236A don't give you).
Bakedninja Posted February 17, 2009 Posted February 17, 2009 On this vid http://www.youtube.com/watch?v=_-Vn5zT1WD0&feature=channel at 2:35. On that combo CH j.C, 5B, 2B, 2C, 6C, (bumper), dash, 2B(blocked), 8, bounce right off bumper, j.C, 5B, 2B, 2C, 6C Took like 40-45% on Jin Which bumper was that? like which button?
Brent-quest Posted May 26, 2009 Posted May 26, 2009 Dunno if this has been posted yet but recent match vid with Dora: Bang Install: (vs. Ragna) 5A 5B 2B 6C j.D jc.D 2B 6C 9 j.B j.D 5C - 4410 damage awesome
WUT Posted July 6, 2009 Posted July 6, 2009 Furinkazan: 6A, 6-dash, 6C xx j.263B, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~4100. 5C, 2C, 6-Dash, 2D, 9-dash, j.D, 3-dash, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~3700. - You can switch the 6-dash with a 4-dash if you cross them up with the j.B. You can replace 5D with 2D on quite a few people. I know it doesn't work on Ragna though.
AtTheGates Posted July 6, 2009 Author Posted July 6, 2009 hm, combos off of 5C seem kinda useless since 8 or 9-dash j.C is so quick and easy to combo, and it's way easier to mix up again after it. the 6A combo could be useful though, i saw some nice 6A-6dash 6A pressure in that dora vs. souji arakune vid.
WUT Posted July 6, 2009 Posted July 6, 2009 8/9-dash j.C is slower than 5C (28F vs. 24 on crouching hit), and you get the same mix-up options off of both on guard. J.C being able to cross-up does have its merits, however.
AtTheGates Posted July 6, 2009 Author Posted July 6, 2009 yeah, 5C might be slightly quicker, but its quite hard to position yourself for a meaty 5c in bang install, i'd rather go for the 9-jump since it can evade lots of stuff etc.
DaiAndOh Posted July 8, 2009 Posted July 8, 2009 Tested the following from a Nezu vid: 5a,5b,2b,6c, j.d, 2369c, 5d, j.b, dj.c Hakumen only?: 3003 Hmmm, more 2 seal 0 heat combos please!
AtTheGates Posted July 9, 2009 Author Posted July 9, 2009 hmmm good point. I'll update it for that. But it's not in the arcadia list. true, i guess my brain mixed combos up, but you can do this variation anyway: 3 seals, standing j.C or j.4C or 5A or 2A, [5B,2B,6C,j.D], j.2369C, land, dash, [6C,j.D],j.2369C, land, dash [5C,5D], jump cancel j.C 3766 or 3681 or 2524 damage
Reioumu Posted July 9, 2009 Posted July 9, 2009 I wonder, would this be a combo worth the effort? 2a 5b 2b 6c j.D 2369C 623b 2363214C - 3031 damage tested on Ragna, if you start the combo with a j.4c, it's 3935 damage. the startup only gives around 12 (17 with j.4c) more heat so you could technically start it at 38.5/39 heat. Though I think you can do some interesting crossups if you don't do the 623b. If you drop it before the shuriken then they drop to the floor and you can combo into floor poke 2A into a possible tech trap? I need to do more testing. I think 3935 isn't too bad for one shuriken and starting at 33 bar. Though as I said, I need to do some more testing. I need to do a ton of testing for other 6C combos. Though does anyone know which combos are the best at heat gain without use of shurikens? I know j.4c 5a5b2b2c6d6239b gives 17 bar. But yeah, I'm now able to do the Nezu loop consistently and the damage on it is HOT. Though the only problem I found was cornering your opponent in the first place.
Order Jeff Posted July 9, 2009 Posted July 9, 2009 In Fuurinkazan, 6D (CH) > 214214B will combo and deal around 3k-5k depending on nails left and character you are fighting. Seems to work with a non-CH 6D but timing is a lot more strict. Might be more worthwhile to just dash super but it you have enough nails, the super will auto reset and give a nice pressure setup. As the combo continues your enemy is pulled out of the corner and up which can be tech punished by waiting then 8-dash> 623C which puts them back into the nail rain. Also, if you happen to have 100 meter and land an aerial command grab, if you RC the last hit and promptly steel rain super, it will add 1-1.6k, from a straight command grab does a max of 5883 from proration and average around 5300 on most characters. Not great damage for 100 meter, but can be a decent finisher. I have won several ranked matches using this as I spend a lot of time running around at low health while in FRKZ. Just a very special tool for your belt I guess.
Reioumu Posted July 9, 2009 Posted July 9, 2009 In Fuurinkazan, 6D (CH) > 214214B will combo and deal around 3k-5k depending on nails left and character you are fighting. Seems to work with a non-CH 6D but timing is a lot more strict. Might be more worthwhile to just dash super but it you have enough nails, the super will auto reset and give a nice pressure setup. As the combo continues your enemy is pulled out of the corner and up which can be tech punished by waiting then 8-dash> 623C which puts them back into the nail rain. Also, if you happen to have 100 meter and land an aerial command grab, if you RC the last hit and promptly steel rain super, it will add 1-1.6k, from a straight command grab does a max of 5883 from proration and average around 5300 on most characters. Not great damage for 100 meter, but can be a decent finisher. I have won several ranked matches using this as I spend a lot of time running around at low health while in FRKZ. Just a very special tool for your belt I guess. I'll need to explore this further, though you're most likely going to have around what, 6-9 nails left most likely
Order Jeff Posted July 9, 2009 Posted July 9, 2009 In my experience, the best nails to damage ratio for both setups falls in the 2-5 nail range for maximum efficiency. Any more and the grab combo reaches maximum proration with nearly 60 left to go, ceasing to deal any damage, and the opponent can tech out of the 6D super combo after around 25 hits which is accomplished with 1 spare nail, more are just beneficial for setups and pressure. If your opponent has already burst and you land the 6D combo, on many characters, not Rachel I am certain, you can follow up the umbrella with a dash super which should initiate, then they can tech and block. If this happens, the last hit of the super becomes unblockable and deals 3.35k without frkz and 4.2k? while frkz is active. This is burstable however, so this loses effectiveness against those not in the danger state. Dead angles are another method of escape so just be aware of your opponents skill level and meter.
AtTheGates Posted July 9, 2009 Author Posted July 9, 2009 this is the thread formerly known as the shishigami bang thread - i agreed with dai and oh to transform this thread to avoid redundancy with the community guide thread. please, from now on, only post combo and okizeme related stuff here. clean up will follow soon. ninja!/shinobi!/ukemi!/torryah!, ATG updated first post with more combos: j.623C, RC the 2nd Hit, \/, 2B, 623B -> followup A.) or B.) A.) d.6C, doublejump then either j.B,j.623B/j.B,j.C/j.C. B.) 2363214C. Nice way to tack on some extra damage after the j.623C grab. Make sure to wait with the 2B until your enemy has landed on the ground the 2nd time - you want to hit him as low to the ground as possible. You could also go for seals (coming soon). This Combo does not work against Carl. 2D CH BnB against Hakumen without shuriken: 2D(CH), wait, late 6C,j.D,\/,2B, then: A.) 6C,j.C [2 Seals, 3125 Damage] B.) 623B. 2363214C [2 Seals, 50% Heat, 4654 Damage] in case you end up without shuriken, this is a nice way to still deal some damage after a 2D counterhit. inspired by the arcadia magazine combos below. variation against tager & rachel coming soon. -added the furinkazan BnB into the BnB section. fixed the arcadia issue 5 combo at the beginning. it is: 6D & 2D(ch) Combos against Tager, Rachel, Hakumen: 6D or [2D counterhit], jump cancel j.D, j.2369C, \/, dash [6C,j.D], then: against Tager: [...]j.2369C, \/, 5C,5D,j.C [2 Shuris, 4 Seals] 3090 or 3418 damage. - if you start the combo from 2D counterhit, both shuris must be a little higher than usual. - if you start off of 6D, do the first shuri ASAP. the 2nd one needs to be a little higher than usual. against Rachel: [...]j.2369C, \/, 5D, j.B, j.623B [2 Shuris, 4 Seals] 2865 or 3155 damage against Hakumen: [...], \/, [2B,6C], dj.C [1 Shuri, 3 Seals] 3024 or 3342 damage those combos are quite nice, since you can start them off of a normal 6D hit, even midscreen. added a 623C, RC combo: 623C, RC the 2nd Hit, \/, walk back, j.D, \/,2B,6C, j.C. [50% Heat, 1 Seal] 2681 damage. Taken from the Wiki (thx goryus) Simple followup to the Command Throw. You can also do 2D, j.D, j.2369C, \/ After the Rapid Cancel to get one more Seal - though the combo after that changes a bit. modified the info on the j.623C combo: j.623C, RC the 2nd Hit, \/, 2B, 623B -> followup A.) or B.) A.) d.6C, doublejump then either j.B,j.623B/j.B,j.C/j.C. [50% Heat, 3282+ Damage] B.) 2363214C. [100% Heat, 5038 Damage] Nice way to tack on some extra damage after the j.623C grab. Make sure to wait with the 2B until your enemy has landed on the ground the 2nd time - you want to hit him as low to the ground as possible. You could also go for seals (coming soon). This Combo does not work against Carl.
AtTheGates Posted July 9, 2009 Author Posted July 9, 2009 updated the first post with Daiouio (?) combos (pink bang). thx @ daiandoh for the cleanup (are you related to him by any chance?) ^^
AtTheGates Posted July 10, 2009 Author Posted July 10, 2009 found a very nice furinkazan combo against ragna in a dora vs. kaqn vid from a couple of weeks ago: FURINKAZAN, VS RAGNA: 5A,5B,2B,6C,j.D,j.D,\/,2B,6C,9-dash j.B,turn around j.6-dash j.D, j.2-dash, \/, 5C, okizeme [damage: ??] since i guess the damage must be higher than the furinkazan BnB, ii put it on the first page under "dora bang combos".
TornAparT Posted July 10, 2009 Posted July 10, 2009 found a very nice furinkazan combo against ragna in a dora vs. kaqn vid from a couple of weeks ago: FURINKAZAN, VS RAGNA: 5A,5B,2B,6C,j.D,j.D,\/,2B,6C,9-dash j.B,turn around j.6-dash j.D, j.2-dash, \/, 5C, okizeme [damage: ??] since i guess the damage must be higher than the furinkazan BnB, ii put it on the first page under "dora bang combos". the combo does 4418 dmg also with this combo if the opponent is in the corner, you can do this combo 5A, 5B, 2B, 6C, j.D, j.D, 2B, 6C, 8 dash, j.B, j.D, 3 dash, 236C, 2363214C [dmg: 5381]
Tachimawari Posted July 10, 2009 Posted July 10, 2009 About to head to work so I'm not sure if someone has posted this (it's rather basic but is fun; needs 4 symbols & 100% Heat): 2D>j.D>land>2B>263B>214214D>2363214C Leaves you in FRKZ.
Order Jeff Posted July 10, 2009 Posted July 10, 2009 Anytime you can use Daifunka and have 100 meter, you can instead activate Fuurinkazan then Daifunka because you have a few frames of time before your opponent resumes play. And technically, you only need two seals for that combo since the 2D and j.D add seals. Probably also needs to initiate off CH.
AtTheGates Posted July 10, 2009 Author Posted July 10, 2009 @order jeff: after furinkazan, you are +2, but that doesnt mean you can connect daifunka every time you cancel a hit into furinkazan. by the way, bang install then super is exactly what tachi is doing in his combo.
AtTheGates Posted July 10, 2009 Author Posted July 10, 2009 some minor fixes in the first thread - also, a major redesign of the char specific combos: Character-specific Combos Introduction To make things easier to understand, first, let's divide all characters into 3 categories: 1. Tager, Ragna, Hakumen - can be hit with 6C,j.D while standing 2. Litchi, Arakune, V-13 - can be hit with 6C, jump cancel dj.D while standing 3. everybody else - can not be hit by 6C while standing at all. characters in category 1 have a big hitbox and are easy to combo. you want to go for the 2+ seal combos here that do nice damage. characters in category 2 are a little harder to get seals from, but nonentheless there are some very damaging combos against them. characters in category 3 are a pain in the ass to combo, most of the time. since there are no specific combos against them while standing, you might as well go for a combo into 2C -> whatever. Category 1 (5A/j.4B/j.C), 5B,2B,6C,j.D,j.2369C,\/,d.6C,j.D,j.2369C, \/, then: a.) against Tager: d.5C,5D, sj.C [3 Seals, 2 Shuris, 3500-3600 Damage] b.) against Ragna & Hakumen: d.5C, then [623B or 2C] [2 Seals, 2 Shuris, 3400-3500 Damage] Furinkazan Combos, Category 1 [j.C or 5A,]5B,2B,6C,j.D,6-dash j.D,\/,2B,6C,9-dash j.B,j.D, 2-dash, \/, 2C, okizeme [damage: 4595/4481] works both midscreen and in the corner. taken from the dora section, slightly modified.standing Ragna in the corner: 5A,5B,2B,6C, j.D,6-dash j.D, \/, 2B,6C, 8-dash j.B, j.D, 3 dash, j.236C, \/, 2363214C [50% Heat, 1 Shuri, dmg: 5381] thx to TornAparT for this combo. 2. Category 2 (5A/j.4B/j.C), 5B,2B,6C, dj.D, \/, 2B, then: a.) against all:2363214C [1 Seal, 50% Heat, xx damage] b.) against all: 6C, j.B,j.C [1 Seal, 3176 damage] c.) against Arakune only: 6C, j.B,j.C,j.623B [1 Seal, 3431 damage]
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