JinSaotome Posted July 31, 2009 Posted July 31, 2009 Yeah, I asw that combo. It only works on counter hit though ]: (not that thats a problem, since GPing usually results in a counter hit anyway :D ) I think I'll just tack on a poison shuri at the end of the combo then.
DaiAndOh Posted July 31, 2009 Posted July 31, 2009 Something else I didn't see in the first post - canceling the dashes. As we all know, a majority of Bang's moves (cough 6B, 3C) can be canceled into the 8 way dash. But you can cancel the dash itself into any of the following 6A/B/C Any D attack (which allows those delicious 6 or so seal combos) Throw! Jump attacks. Barrier defense? (not sure on this one). This allows for some cool 6A pressure tricks and mixup, as well as throw mixup. It also allows say...6A->6C to work (so far as of post, Jin it works, Arakune does not).
WUT Posted July 31, 2009 Posted July 31, 2009 Man bumper related combos are so ridiculously spacing specific. I've been trying to utilize bumpers more in my mix-up/combos, and in doing so I've been messing around and found a few fun ones. Standing opponent. A bumper placed at starting positions in training mode: - 5A, 5B, 2B, j.C, 3-dash, V, 5A, 5B, 2B, j.C, 2-dash, V, 5B, 2B, 2C, 6D, 6239B. 3281 damage. - Dashing jump into bumper, 1-dash, j.A, V, 5B, 2B, j.C, 3-dash, V, 5A, 5B, 2B, j.C, 2-dash, V, 5B, 2B, 2C, 6D, 6239B. 3266 damage. If they're crouching you can combo into 2C, jump cancel into a bumper and 2-dash, then launch with a 2B. So you get things like: 5A, 5B, 2B, 2C jc, 2-dash, V, 2B, 623B, dashing 6C, 623B. 2644 damage. The crouching bumper combos are so weak though. The standard BnB is more damaging. There has to be something better, or at least character specific...
10stars Posted August 1, 2009 Posted August 1, 2009 damnit i need the ps3 back so i can mess with bumper stuff.
Reioumu Posted August 2, 2009 Posted August 2, 2009 New and improved Carl throw. Grab 6dash j.B 2dash 6dash 6C 9dash j.B j.D 3dash j.C -> oki. - 2977 damage Carl can auto-tech right after the j.C so you have a VERY nice mixup situation on him. If you hit him with 5C 2363214C afterwards, it's a win for you since that does 5064 on top of your throw combo. 3968 damage with 6A 2C 6D 23632149C which is over 6k on top of the damage they had from you getting 4 seals. Meaning death for Carl After further testing Grab 6dash j.B 2dash 6dash 6C 9dash j.B j.D 2 or 3dash \/ 2C -> oki. - 3007 damage. You can throw Shurikens, etc for pressure like 2369D 6dash j.C mixup Yeah. Bang install is too good when you can utilize the pressure and mixups.
WUT Posted August 2, 2009 Posted August 2, 2009 Are you doing a 6-dash after the j.B to hit the j.D? Cause I still can't hit Carl with j.B, 2/3/6-j.D, even with the combo being very few hits.
Reioumu Posted August 2, 2009 Posted August 2, 2009 Are you doing a 6-dash after the j.B to hit the j.D? Cause I still can't hit Carl with j.B, 2/3/6-j.D, even with the combo being very few hits. No, I hold 6 so you get some momentum with the j.D, but you do NOT dash since you nee to dash down. I'll try to record it or something, or show you online. With the 9-dash you need to make sure you're high and behind Carl, which you need to let that 9-dash last for as long as possible before Carl can tech, then you can land the j.D
TheDarkWall Posted August 4, 2009 Posted August 4, 2009 Personally I was having trouble doing the 9 dash behind just right on ragna, because it seems if I dashed too high I'd not have enough time to land and get the 2B > 6C to combo, but if I was too short I'd miss all together. Anyways I was wondering why you don't finish the combo with j.B. Does a decent amount more than the 2C does. I assume its for OTG stuff correct?
Justice7541 Posted August 4, 2009 Posted August 4, 2009 A lot of those D combos are really tight on Ragna for some reason. Like for the 2C dash-cancel 5D link, you have to do it just right against Ragna or it won't work, but you can practically dash through Jin and do it from the other side and have it hit.
Browncoat3 Posted August 4, 2009 Posted August 4, 2009 A lot of those D combos are really tight on Ragna for some reason. Like for the 2C dash-cancel 5D link, you have to do it just right against Ragna or it won't work, but you can practically dash through Jin and do it from the other side and have it hit. Yeah, hitboxes are weird. I've found, ironically enough, that it's easier to land that link on smaller characters, the ones in Category 3 in the Combo thread, than the bigger characters. I usually just go for 2C 6A 6C etc. on the bigger characters. Once you get these combos down they're awesome though. Makes you feel like such a badass pulling them off and usually just one is enough to polish off someone by the time you can pull off Furinkazan. If it doesn't kill they're usually freaked out and get hit again for the kill lol.
ninjamasta Posted August 5, 2009 Posted August 5, 2009 Well i need help with a combo and i thought this would be the correct place to go to for help with it =D. The combo i am trying to learn is from watching a video off of downloading a replay video on the leaderboards for the 360 version. The guy is the top ranked bang player his name being sharedher0 or something like that against paperninja ( arakun ). In this video he does a sweet combo that after watching goes something like this. 5a 5b 2b 6c ( this is the part that led me to confusion ) j.d 2b 6c j.b j.c j.623 b The problem i am having with this combo is i had a hard time believing going from 2b to 6c and chaining it is possible. but i scratched the thought and went into training to try it out. Well i was right, i cant chain the 2b and 6c. I could be wrong in the notations and might've missed something between 2b and 6c, but i doubt it cuz i rewatched the video a bunch of times. So could someone help me out with this combo? He does it twice in the video once against the wall and once just normal. If you need to see it im pretty sure the video is still downloadable on the leaderboards. Just go to the #1 ranked guy
sergetrigger Posted August 5, 2009 Posted August 5, 2009 Nah, I had this problem too... It's just your timing.
AtTheGates Posted August 5, 2009 Author Posted August 5, 2009 make sure you try the combo against standing arakune. 6C only hits standing opponents, and only a few, see first post (category 1 & 2).
JinSaotome Posted August 6, 2009 Posted August 6, 2009 Cananyone help me start making combos off of CH 3C? trying to work one on out on Ragna, atm CH 3C 2B 623B d.2B 6C -> ??? also, I imagfine you can do CH 3C 2B 623B 2363214C EDIT: On the topic of the standing arakune combo, i also have trouble performing it. Everytime I do the j.D after the 6C, it always seems to fall short and whiff. If I try to JC the 6C, then Arakune techs before it comes out. What am I doing wrong?
AtTheGates Posted August 6, 2009 Author Posted August 6, 2009 also, I imagfine you can do CH 3C 2B 623B 2363214C EDIT: On the topic of the standing arakune combo, i also have trouble performing it. Everytime I do the j.D after the 6C, it always seems to fall short and whiff. If I try to JC the 6C, then Arakune techs before it comes out. What am I doing wrong? yes, ch 3C, 2B, 623B, super is possible. as for the 6C,j.D against arakune: at it says in the first post, you have to jump cancel the 6C into j.D. you tap the jump, then input the j.D. the timing isn't easy. same for litchi and v-13.
Reioumu Posted August 7, 2009 Posted August 7, 2009 Video of the carl combo I posted previously. http://www.youtube.com/watch?v=rF0JMd3GK-s Throw 6Dash j.B 2Dash land 6Dash 6C 9Dash j.B j.D 2Dash land 2C - 3007 damage as well as Throw 6Dash j.B 2Dash land 6Dash 6C 9Dash j.B j.D 2Dash j.236C land 2363214C - 4129 damage I believe they both work on EVERYONE, though I need to test it. On the rest of the cast, you can just do the normal combos, but instead of doing a 2nd j.D after 6C 9Dash j.B j.D 2Dash you just do Web nail, land, daifunka.
AtTheGates Posted August 7, 2009 Author Posted August 7, 2009 power rangers music = win! yeah, i guess the trick for carl is to do a 6-dashing 6C instead of an instant 6C, that could be the solution for j.D whiffing a lot. thx for that vid.
ninjamasta Posted August 7, 2009 Posted August 7, 2009 Can someone tell me if this combo is possible without the combo numbers graying out 2c 2d jd 2b this part or the part below it ( idk i forgot which one ) is the part where it starts to gray out j.a j.b j.236b Yea i can connect the whole combo but at the 2b and j.a the markers start to gray out meaning the opponent can recover from it, so yea is is possible for the whole combo to connect without graying out?
Reioumu Posted August 7, 2009 Posted August 7, 2009 power rangers music = win! yeah, i guess the trick for carl is to do a 6-dashing 6C instead of an instant 6C, that could be the solution for j.D whiffing a lot. thx for that vid. Yeah, that is the trick, though you also need to wait to get the full effect of the 9 dash in case you hit them higher with an earlier 6C. You need to be higher than carl to combo him into the j.D
faultydefense Posted August 7, 2009 Posted August 7, 2009 instead of j.a 2C > 2D > j.D > 2B > 6C > j.B > j.623B
DaiAndOh Posted August 7, 2009 Posted August 7, 2009 In the corner against some characters I think it is.
ShoMeYaMoves Posted August 8, 2009 Posted August 8, 2009 I'm thinking of making a video for the forum that could act as a useful rapid cancels encyclopedia. I have 5 or so ones I know I'm putting in, but if you've found or use what you think would make a good addition to the list, let me know.
RPGsFTW Posted August 8, 2009 Posted August 8, 2009 Can someone tell me if this combo is possible without the combo numbers graying out 2c 2d jd 2b this part or the part below it ( idk i forgot which one ) is the part where it starts to gray out j.a j.b j.236b Yea i can connect the whole combo but at the 2b and j.a the markers start to gray out meaning the opponent can recover from it, so yea is is possible for the whole combo to connect without graying out? The 2D hits Tager if you're not to far away from him, otherwise, it hits certain characters in the corner, like Rachel, Tager(?), and maybe Jin. Also, since you said j.D the 2B should hit, however, if you want to go into an air combo I am pretty sure that you cannot just 2B (lift them off the ground with an elbow) into a j.A. You either 6C after the 2B for air combo, or you 623B after the 2B into a running super during their wallbounce. About 3C, I usually get to 2A > 5B > and SOMETIMES air grab right after. The opponent usually gets hit by the 2A > 5B REGARDLESS of counterhit as long as you're close. IF it is a counterhit, you could 3C counterhit > 2A > 5B > j.A (x2?) > j.B > 623B. However, since it's most likely stronger, you should 3C counterhit > 2B > 6C/623B > air combo/running super.
ShoMeYaMoves Posted August 9, 2009 Posted August 9, 2009 Found a better Jin combo than either listed in the first post, don't know if it's known or not. 5A>5B>2B>623B>d.5B>2B>6C>j.C 2886 damage, you don't have to face the annoying timing of dash 2B, and it does more damage anyway. Also, the 3 seals combo I use is 2D(CH)>j.D>2369C>j.D>2B>6C>j.C 3093 damage, which I mention since I didn't see that combo listed either.
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