faultydefense Posted September 22, 2009 Posted September 22, 2009 Wow, ok the first time I responded to that last comment I still didn't get it. Learn to type more clearly. Ok, so now that I understand what you've been talking about this entire time let me clear up that I had NO fucking clue you were talking about that combo because it was on the last page and I forgot I posted it and we were talking about B nails. But, its besides the point because I FUCKING MENTIONED THE COMBO WAS USELESS. You talk down to me like I'm a noob that thinks thats the best thing to do out of CH 2D when everyone with a brain knows j.D into anything does more damage and gets 2 seals instead of one. The point of the combo is to look cool which apparently you know nothing about. Honestly, I don't think anyone on this forum has a soul -_- to be perfectly honest, the entire reason i said anything was because you thought that combo looked cool when i thought it was kinda sad, thats all... to be back on topic for daiandoh's sake shit i got nothin...
ShoMeYaMoves Posted September 22, 2009 Posted September 22, 2009 Been working on alot of new or semi new tech traps, might put up a vid...or just include them in my eventual combo vid .
DrunkNinja Posted September 25, 2009 Posted September 25, 2009 Oh wait, I forgot there's no j.B so yeah. I see ;o. Awesome find though I personally wouldn't use FRKZ against Arakune :/ Yeah, FRKZ against Arakune just seems like a very bad idea:v:
Lord Cruxis Posted September 25, 2009 Posted September 25, 2009 Well, I was watching this one video on youtube and it made something tick in my brain for a certain combo. j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, jump cancel, Okizeme. This combo is on the front page and I saw it can be done on ragna, hakumen, tager and Jin from what i know. But this video did something interesting. Same combo except after 2C he did another, 623B, all this on jin. When it connected that made think of this. j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, 623B, RapidCancel, Dash super. Its only an add on to an existing combo. and its 100% heat. but I can't believe it works and so far It seems like it only works on Jin unless my timing is off on the other characters. I only tried Ragna as another test subject but didn't connect. haven't tried Hakumen or Tager.
WUT Posted September 25, 2009 Posted September 25, 2009 Well, I was watching this one video on youtube and it made something tick in my brain for a certain combo. j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, jump cancel, Okizeme. This combo is on the front page and I saw it can be done on ragna, hakumen, tager and Jin from what i know. But this video did something interesting. Same combo except after 2C he did another, 623B, all this on jin. When it connected that made think of this. j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, 623B, RapidCancel, Dash super. Its only an add on to an existing combo. and its 100% heat. but I can't believe it works and so far It seems like it only works on Jin unless my timing is off on the other characters. I only tried Ragna as another test subject but didn't connect. haven't tried Hakumen or Tager. What's the damage? Because j.D CH, v 2B/6A, 623B, d.2B, 623B, dashing super is ~5200-5500, respectively. I can see ending it with 2C, 623B for a different oki position as viable but spending Heat after that point probably isn't worth the resources.
Lord Cruxis Posted September 25, 2009 Posted September 25, 2009 Well it's probably just a very flashy way of doing things. But the damage total from it is 4798damage and 14 hits.
rei-Scarred Posted September 26, 2009 Posted September 26, 2009 wow so the super adds like 500 damage haha. good to finish em i guess.
WUT Posted September 27, 2009 Posted September 27, 2009 Standing tager: 5a, 5b, 2b, 6c, j.d, 6-j.d, 4-j.d, v 4-5d, 9-dash j.b, 6-j.d, 3-j.d, 4-j.d, v 2c. 5032 damage. EDIT: using this same 6c, triple j.d etc. ender in place of the throw combo I posted previously yields a 4702 damage throw on tager. Awesome. Even more edits: on Rachel: 2d, 8-dash j.d, 3-j.d, 4-j.d, 6-j.d, v 4-5d, 9-dash j.b, 6-j.d, 3-j.d, 4-j.d, 6-j.d, 4-j.d, v 2c. 5685 damage. This game is absurd sometimes. But so lol.
WUT Posted September 28, 2009 Posted September 28, 2009 5a, 5b, 2b, 623b, d.2b, 623b, d.6c, dj.623b confirmed to work on everyone but Tao, Rachel, and Carl. 3113 damage, or you can take a tech trap and 3282 damage via Tacking a 5b on at the end. Triple fire punch combos are awesome.
rei-Scarred Posted September 29, 2009 Posted September 29, 2009 They are indeed awesome but the standing BnB on cat 1s off of 5A does more with easier timing. good cat2 combo though ill have to try this
WUT Posted September 29, 2009 Posted September 29, 2009 I didn't post it to advocate it over the cat1/2 combos, as it deals less damage. However, this gives you a crouching combo, along with a solid combo on Noel both crouching and standing. Edit: and yes, I'm aware that 5a doesn't hit Noel, litchi, and nu crouching. It's the d.2b and d.6c, dj.623b that are important.
ShoMeYaMoves Posted September 30, 2009 Posted September 30, 2009 Been awhile since I posted anything... 5B>2B>6C>delayed 623B>2B>623B>daifunka 5B>2B>6C>delayed 623B>2B>623B>d.6C>623B>2C Gonna have to test these some more on cat2s since the cat1 specifics are better for the most part. Anything before the 5B and they can tech the second 623B.
Latiosking Posted September 30, 2009 Posted September 30, 2009 Can someone explain the importance or concept of blockstrings? I have a bit of a problem landing them and would like to know how useful they can be....
AtTheGates Posted September 30, 2009 Author Posted September 30, 2009 well, blockstrings give you multiple chances to crack open your opponent's defense. the longer you make him block (mixing in high / low throw), the faster his barrier gauge / guard gauge drains, and the more chances you have to actually hit him. 5a, 5b, 2b, 623b, d.2b, 623b, d.6c, dj.623b confirmed to work on everyone but Tao, Rachel, and Carl. 3113 damage, or you can take a tech trap and 3282 damage via Tacking a 5b on at the end. Triple fire punch combos are awesome. edited that into the first post. sorry for the lack of updates lately, semester is about to start, i'm busy relearning all that i've forgotten =(
rei-Scarred Posted September 30, 2009 Posted September 30, 2009 Sho, 5B prorates a lot more right? I'm guessing that doesnt combo if you start off with 5A.
ShoMeYaMoves Posted September 30, 2009 Posted September 30, 2009 Right, no 5A at the beginning. Starting the combo with the 2B instead makes the daifunka variation do 5.1k, which is good fun.
epicdamage4673 Posted September 30, 2009 Posted September 30, 2009 Awesome combs WUT those 5 j.d in a row on rachael coming out of that combo must just look insane. Talk about something that just makes you put the joystick down and shake ya head..dam. Seems like it relies kinda on the corner 5d relaunch principle lol.
faultydefense Posted October 1, 2009 Posted October 1, 2009 in an effort to get more of off anti-airs, noticed 5A (air CH) goes into 5C from a goodly distance on most characters and taking the length of otg off 5C I tinkered around trying to get some damage off of this anti-air (5A counter hit anti-air, hard to confirm I understand, but meh...) (combos done on airborne opponent, should work from about any distance that 5A > 5C would connect which is probably more than you'd think on most characters...harder on arakune, maybe v-13, carl...etc) midscreen 5A > 5C > 8236D (tk D nail) > d.623B > Daifunka = ~ 4000 dmg (works on i believe everyone except rachel) 5A > 5C > 8236D (tk D nail) > Daifunka = ~ 4000 dmg (much harder the super has to be done QUICK) 5A > 5C > 8236D (tk D nail) > d.623B > 2B > 6C > j.B > j.C = ~ 2800 dmg (works on everyone cept rachel, may need to remove j.B depending on height) * for tager/arakune/hakumen can add a j.623B onto the end for ~3000 dmg 5A > 5C > 8236D (tk D nail) > d.623B > d.6C > j.623B > 2C ~ 2900 dmg (tested to work on ragna/jin/hakumen) 5A > 5C > 8236D (tk D nail) > d.623B > d.623B Daifunka ~ 4100 dmg, only character i got it on was v-13, may be able to hit more of the lightweights 5A > 5C > 6D > 236963214D (tk daifunka) ~ 3700 dmg i think, an option if the distance to the corner could screw up the combo Corner 5A > 5C > 623B > 5A > 5B > j.A > j.C ~ 2700 dmg i think on rachel 5A > 5C > daifunka...it works, and its 4400 dmg these combos also work if you anti-air CH with 5B, just 5B > 5C to start
AtTheGates Posted October 1, 2009 Author Posted October 1, 2009 you mean C nail, right? also, does 5B ch, 5C work as well? since 5B is a little more reliable as AA.
faultydefense Posted October 1, 2009 Posted October 1, 2009 you mean C nail, right? also, does 5B ch, 5C work as well? since 5B is a little more reliable as AA. no...d nail give it a shot, i dont think you can even hit with c nail after 5C knockdown midscreen
rei-Scarred Posted October 1, 2009 Posted October 1, 2009 does anyone use j.B 623B /\ 5A 5B j.A j.B 623B for anti air? My personal fave but I've never seen anyone else use it =|
iw2ma Posted October 1, 2009 Posted October 1, 2009 that's something i actually use a lot against Tager or Haku, people who not only love to but sort of ened to jump in on you.
rei-Scarred Posted October 2, 2009 Posted October 2, 2009 Man I suck at this game. I see these combos, I can picture them in my head. I know exactly how the input will feel, and yet you put a controller in my hands and 3 hours later I havent hit 1 combo. What is this shit...
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