AtTheGates Posted July 16, 2009 Author Posted July 16, 2009 did some testing, the longer loop only works against carl, noel and v-13, but it doesn't matter - we found a new BnB off of j.623C at least ^^
ShoMeYaMoves Posted July 16, 2009 Posted July 16, 2009 Heyyy, what was wrong with my combos out of grab? ;_;
AtTheGates Posted July 17, 2009 Author Posted July 17, 2009 nice combo i saw in the current gamechariot vids: iad.j.4C counterhit vs. air (opponent wanted to jump away & attack after a blocked 5D of Bang), \/, 5C (knocks down),2C,623B, dash, continue combo. tech trap setup with that from another dora match: - knockdown combo, opp doesn't recover, Bang: d.2A, (enemy air techs), 5C (can be blocked with shield, of course, but still nice)
AtTheGates Posted July 17, 2009 Author Posted July 17, 2009 found a new variation to the standing BnB against Hakumen (and probably Ragna): old combo: combo into 6C,j.D,j.2369C,\/, d.6C,j.D,j.2369C,\/, d.6C, j.C new combo: after the last d.6C: j.623B, \/, OTG 2C. only midscreen, more damage, different okizeme options, details coming soon.
nnickers Posted July 19, 2009 Posted July 19, 2009 This seemed too simple to be unknown, but I browsed this thread and didn't see it. 2D, jc.A, j.B, j.623C It's incredibly easy to pull off, not hard to start, and does a little over 3900 damage, which is more than most advance combos I've seen. If people don't tech out after, you can hit them with another 2D before they hit the ground and loop it. Unless you really care about one seal, this seems like a much better combo coming out of 2D than 2D, jc.D, 2B, 6C, jc, 9-dash, j.C
DaiAndOh Posted July 19, 2009 Posted July 19, 2009 This seemed too simple to be unknown, but I browsed this thread and didn't see it. 2D, jc.A, j.B, j.623C It's incredibly easy to pull off, not hard to start, and does a little over 3900 damage, which is more than most advance combos I've seen. If people don't tech out after, you can hit them with another 2D before they hit the ground and loop it. Unless you really care about one seal, this seems like a much better combo coming out of 2D than 2D, jc.D, 2B, 6C, jc, 9-dash, j.C Generally, it's presumed that j.B goes to 623C. But a majority at the time at higher levels, !! throws get broken.
nnickers Posted July 19, 2009 Posted July 19, 2009 Generally, it's presumed that j.B goes to 623C. But a majority at the time at higher levels, !! throws get broken. Oh, alright, no one's broken it yet, and, coming from street fighter, I had assumed command throws were inescapable.
DaiAndOh Posted July 19, 2009 Posted July 19, 2009 Oh, alright, no one's broken it yet, and, coming from street fighter, I had assumed command throws were inescapable. They are escapable when done in hitstun or blockstun.
AtTheGates Posted July 20, 2009 Author Posted July 20, 2009 They are when done in hitstun or blockstun. they are when NOT done in hit or blockstun.
ShinStarwin Posted July 22, 2009 Posted July 22, 2009 Just tried a combo by mixing two others together (lol mixup) I use this when I don't have at least 50% Heat or else I would do his 2363214C after 623B. 2D,j.D,2B,623B,dashing B,2B,jc.A,B,jc.B,C [midscreen only] I think you can take out the C at the end and use 623C in the air.
Reioumu Posted July 22, 2009 Posted July 22, 2009 Just tried a combo by mixing two others together (lol mixup) I use this when I don't have at least 50% Heat or else I would do his 2363214C after 623B. 2D,j.D,2B,623B,dashing B,2B,jc.A,B,jc.B,C [midscreen only] I think you can take out the C at the end and use 623C in the air. What's the damage on that? I prefer 2d jd 2b 623b d.2b 6c jc j.C. Does like 3.3k damage and works on everyone but Carl I believe since you can't 2b 623b otg him. You can follow up with D-nails to keep them in place and continue pressure. You can combo it into an a-nail to add poison. You can get them with a c-nail if they're dumb and don't block on tech (lawl only noobs). But either way, most of the time d-nails will help a ton after it if you delay them. It hits them right as they tech meaning you have time to continue a combo if they don't block, or if they block, keep the pressure up as a followup to a 3.3k damage, 2 seal combo. I've stopped using the 4-seal combo (2D jc j.D 2369c \/ jc j.D 2369c \/ 5D jc jB jc jB jC. Just to use one more nail to continue my pressure game.
ShinStarwin Posted July 22, 2009 Posted July 22, 2009 What's the damage on that? I prefer 2d jd 2b 623b d.2b 6c jc j.C. Does like 3.3k damage and works on everyone but Carl I believe since you can't 2b 623b otg him. You can follow up with D-nails to keep them in place and continue pressure. You can combo it into an a-nail to add poison. You can get them with a c-nail if they're dumb and don't block on tech (lawl only noobs). But either way, most of the time d-nails will help a ton after it if you delay them. It hits them right as they tech meaning you have time to continue a combo if they don't block, or if they block, keep the pressure up as a followup to a 3.3k damage, 2 seal combo. I've stopped using the 4-seal combo (2D jc j.D 2369c \/ jc j.D 2369c \/ 5D jc jB jc jB jC. Just to use one more nail to continue my pressure game. Without the throw it does 3458 and with the throw it does 5773. So it does quite a bit.
AtTheGates Posted July 22, 2009 Author Posted July 22, 2009 ever used a 6D to break out of your opponent's pressure and then didn't know a proper combo? yeah, me too. those combos are heavily based on "common knowledge", such as the category 1-3 distinctions, special enders for arakune and tager, and so on. also, they are all tested midscreen only. some might work in the corner, but i haven't tested that yet. universal 6D combos (mostly universal, that is): 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.
AtTheGates Posted July 22, 2009 Author Posted July 22, 2009 an alternative to the 2C, 2369C, \/, super combos against carl and noel: 5A,5B,2B,623B, RC, d.2D, j.D, j.2369C, \/, d.5C,2C,623B. 3430 damage. 2 seals, 50% heat, 1 shuri. followup wit 5A in the corner possible for ~3500 damage. works anywhere, but is easiest midscreen. the combo does 152 damage more than 5A,5B,2B,2C, 2369C, \/, super. downsides: burstable, harder.
Tachimawari Posted July 22, 2009 Posted July 22, 2009 Back after a bit of down time. Good finds so far! ______ Since Dora's Throw combo ending with 623B works on Arakune and not most of the cast, I use something different for mixups on other characters: B+C(Throw)>on hit j.623B>RC>air dash>j.D>\/>2B>6C>j.C from there I either >low air dash for overhead j.C>mixup/BnB >place Nail Bumper and air dash for cross up j.4C>mixup/BnB It wastes a nail but it's not always a bad thing to throw them off and/or the bumper can be useful later on. The reason I don't use j.B>j.C when sending them to the ground is they can tech sooner [at least Ragna does] since you're not blasting them with 623B as an ender.
lolitakitty89 Posted July 23, 2009 Posted July 23, 2009 What's the best thing to do after RC'ing the last hit of Volcanic Fury super? I usually 6C -> j.623B but it can be teched (though people usually don't the first time )
Reioumu Posted July 23, 2009 Posted July 23, 2009 Honestly you shouldn't RC Daifunka. The only things you can get RC'd out of it are like... 5a 5b maybe? It's not worth the 50% tension to RC Daifunka. I usually just tk D nails after it so they can't stay on the ground and roll behind me, and I keep up the corner pressure/rape. It limits their options to this... GUARD or get hit and continue being pressured by Bang :D. I don't know if anyone has mentioned it yet, but BC, j236C before the hit, 5c, daifunka. A great way to get nice damage off of a throw. You can use Daifunka after j236C if you think the enemy is going to burst after the web nail.
AtTheGates Posted July 23, 2009 Author Posted July 23, 2009 you SHOULD RC daifunka..... if it kills. go for something like 5C, 623B or 5C,2C,623B (untested).
AtTheGates Posted July 23, 2009 Author Posted July 23, 2009 currently researching 5D and 5D counterhit combos. 5D counterhit from far away, delayed iad, delayed j.B,j.623B, \/, 2B,623B, link 2363214C. 4411 damage, 1 seal, 50% heat, full screen. works against everyone except carl and tao iirc (sorry, it was late yesterday). hard against some chars like bang, arakune + a couple more. video here. 5D hit (optional CH) point blank, j.D, j.2369C, \/, continue combo 3xxx damage, 2-4 seals, 1-2 shuris not fully tested yet, does not work against everyone. works against: tager, noel, xx, xx. the usual tager variation: close 5D (optional CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, d.5C,5D, sj.C. 3348 damage, 4 seals, 2 shuris. i won't add those to the first post yet, more testing is required (and hopefully you guys are inspired to find even better stuff). edit: on a sidenote, you can do 5D CH; delayed iad, j.C, \/, juggle with 5A and even 5B before they hit the ground. combovid stuff.
Reioumu Posted July 23, 2009 Posted July 23, 2009 you SHOULD RC daifunka..... if it kills. go for something like 5C, 623B or 5C,2C,623B (untested). Yeah, RC it if it kills to do 214B, 214C, 214D
epicdamage4673 Posted July 23, 2009 Posted July 23, 2009 Hey guys i got a combo oriented question. When I'm using Bang i notice that i can kind of play him more towards furinzikan by using bnb 2c into into 6d into 9623b and either d.a for tech bait or try to guess ground tech direction and pressure with oki. I like this theme with him as it seems more mix up oriented. However, i also noticed that if i shortened his strings but start with same mixup options 2a, 5c ect and try to wall bounce and do followup combo it does considerable more damage not to mention punishing with 2b after whiff or bad recovery move into wall bounce combo does a solid 3000 for Bang. So should i be playing less reliable wall bounce/ damaging bang off of my mix ups or less damaging more reliable furinzikan mixup Bang? Because i seem to have a hard time mixing the two play styles and it seems that either your one type Bang or the other due to not getting seals unless of course you perform 3 and 4 seal combos to get them. So which combos/Bang type is the best for most match ups?
faultydefense Posted July 23, 2009 Posted July 23, 2009 depends on what your capable of if your best is your execution go for combo bang if your best is mix-ups go for mix-up bang if your best is bang install go for seal bang
Latiosking Posted July 23, 2009 Posted July 23, 2009 Don't if this was answered back but how is it that Bang can do his j.B in the back if his opponent when they are getting back up?
DaiAndOh Posted July 23, 2009 Posted July 23, 2009 Hmmm I'd be satisfied with a listing on who you can get 5D, j.D on people without counterhit. No 2B possible though?
Recommended Posts