ShoMeYaMoves Posted December 14, 2009 Posted December 14, 2009 Figured I might as well finally hit training and put down a list for this so it's in plain sight. All anti air 5C and 5A. Keep in mind that if you land 5C on them right above the ground, they'll have time to tech out of these since they hit the ground too quickly. The higher they are when you hit them, the better. Tager: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Arakune: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Jin:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Taokaka:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Carl:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Rachel:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Hakumen: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Litchi: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Ragna: CH 5C>DFK (only in corner),CH 5A>5C>D nails>DFK, 5C>D nails>DFK Nu: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Noel: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Two more things as well... On all chas CH 5C>6A>daifunka, 6A on crouch links to daifunka on normal or CH so it's a damn good hit confirm as long as the 5C is a CH. And one of my least favorite things is a blocked 5C>daifunka so this seems like it'll be my new mainstay since I for one didn't know 6A linked to daifunka on crouch on non CH. I've run into this before, but I dismissed it as fluky and not useful. Spent some time tonight ironing it out... j.C CH>5A>5B>air combo of your choice. j.C CH delays their fall long enough for you to land and 5A relaunch them provided you're quick and they weren't hit right above the ground. For example, AD in j.C CH>land>5A>5B>j.A>j.A>j.B>dj.A>dj.C back into oki. Gimmicky, but it looks awesome and you get more damage than that lonely j.C. TBQH though, I very rarely use j.C as an approach like that anyway so I doubt I'll use it much. *phew*
ShoMeYaMoves Posted December 15, 2009 Posted December 15, 2009 Can you combo into the astral CH 2D midscreen. CH 2D, CH 5D, or CH 6C in the corner.
cAm8ooo Posted December 15, 2009 Posted December 15, 2009 Has anyone gone to training mode and tried the combos: 5A>5B>2B>2C>2369C>2B>6C>J.B>623C>RC>2D>623C>RC>2D>623C (7980) 100 meter OR 2D>623C>RC>2D>623C>RC>2D>623C (7298) 100 meter Your opponent would have to be an idiot to not throw break at least one of those command throws so there's not a real big practical use outside of destroying noobs online in rare situations but it's still fun to do in training mode. You might be able to trick your opponent into 2D>623C>RC>2D>623C tho if your lucky.
Dacidbro Posted December 15, 2009 Posted December 15, 2009 Heh. Yeah, they're fun online, and the worse your connection is the more effective you are.. Just don't try many purples against good players. :v
rei-Scarred Posted December 15, 2009 Posted December 15, 2009 purple tech after a throw is kind of annoying in bang mirrors. When I hear rapid after a command throw I'm expecting 2D j.D 2B 6C j.B j.C and I doze off for a little while only to be shocked and unprepared at the tech sound then I call ShoMeYaMoves a dick damn you europe! *shakes fist*
ShoMeYaMoves Posted December 15, 2009 Posted December 15, 2009 purple tech after a throw is kind of annoying in bang mirrors. When I hear rapid after a command throw I'm expecting 2D j.D 2B 6C j.B j.C and I doze off for a little while only to be shocked and unprepared at the tech sound then I call ShoMeYaMoves a dick damn you europe! *shakes fist* Hey, that only happened one time!
Dacidbro Posted December 16, 2009 Posted December 16, 2009 Purples are killer when you live in Europe. Lol.
BigLeafyTree Posted December 16, 2009 Posted December 16, 2009 Messing around in training, found this: j. 623C > RC after second hit > 5C > 6A > 623B > 2363214C for about 5400. Timing is very easy too. For laughs: j. 623C > RC after 3rd hit > immediate 214214B. :D
Tsuuna Posted December 16, 2009 Posted December 16, 2009 Tsuuna has discovered a new combo! Test as follows, and critique? It's grown on me, as a nice basic BnB for my Bang, learning the timing of the 5C is a little tedious, though. 5a>5B>2B>2C> j. C-nail> j.D> j. C-nail> d.5C> j. C-nail> d.6C> 263B/ 263C I forget the damage output, but I think it was around 2800? Have fuuuun.
ShoMeYaMoves Posted December 16, 2009 Posted December 16, 2009 Tsuuna has discovered a new combo! Test as follows, and critique? It's grown on me, as a nice basic BnB for my Bang, learning the timing of the 5C is a little tedious, though. 5a>5B>2B>2C> j. C-nail> j.D> j. C-nail> d.5C> j. C-nail> d.6C> 263B/ 263C I forget the damage output, but I think it was around 2800? Have fuuuun. Why do that when you can dash combo instead?
Tsuuna Posted December 16, 2009 Posted December 16, 2009 Why do that when you can dash combo instead? Dash combo. Enlighten me. I probably do that, but I'm most likely not thinking of the right one. Is it the 5A>5B>2B>623B> d.5B> 2B> etc. one? If it's that, honestly I have no idea. I like fancy things.
ShoMeYaMoves Posted December 16, 2009 Posted December 16, 2009 Dash combo. Enlighten me. I probably do that, but I'm most likely not thinking of the right one. Is it the 5A>5B>2B>623B> d.5B> 2B> etc. one? If it's that, honestly I have no idea. I like fancy things. As the name implies, anything with a dash link such as the d.5B you mentioned. Point being, why spend 3 nails when you can get the same or more damage for no nails plus better oki or opportunity for tech traps.
Dacidbro Posted December 17, 2009 Posted December 17, 2009 What he said. :v Use the one you have as a party trick or just if you want to make someone blink a couple times.
Tsuuna Posted December 20, 2009 Posted December 20, 2009 New combos, yet again! Tsuuna's on a roll these days. Tired of your old [counter hit] 2D combos? Here. (counter hit) 2D > d.6A > 623B > d.2B > 623B > d.6C > 623B [or j.C for oki] for 3512 damage [3425 on the j.C] On Tager and Ragna : (counter hit) 2D > d.6A > 623B > d.6C > delayed 623B > v >d.6C > 623B > v >5B 3862 damage (counter hit) 2D > d.6A > 623B > d.2B > 623B > Daifunka for a nice 4737 damage. OR (counter hit) 2D > d.6C > j.D > 6A > 623B > d.6C > 623B [or j.C]* for 3628 damage [3541*] OR (counter hit) 2D > d.6C > j.D > 6A > 623B > Daifunka for an even nicer 4853 damage Enjoy, if they don't exist already.
Dacidbro Posted December 20, 2009 Posted December 20, 2009 New combos, yet again! Tsuuna's on a roll these days. Tired of your old [counter hit] 2D combos? Here. (counter hit) 2D > d.6A > 623B > d.2B > 623B > d.6C > 623B [or j.C for oki] for 3512 damage [3425 on the j.C] OR (counter hit) 2D > d.6A > 623B > d.2B > 623B > Daifunka for a nice 4737 damage. OR (counter hit) 2D > d.6C > j.D > 6A > 623B > d.6C > 623B [or j.C]* for 3628 damage [3541*] OR (counter hit) 2D > d.6C > j.D > 6A > 623B > Daifunka for an even nicer 4853 damage Enjoy, if they don't exist already. The first two don't need a counter hit and have easier timing with 2D > jD > 6A (etc), the third one seems quite good if you know you have a counter hit AND are far from walls, and the last one is the same. So 2 misses, 2 situational hits. Still good to bring to the table. :]
Tsuuna Posted December 20, 2009 Posted December 20, 2009 The first two don't need a counter hit and have easier timing with 2D > jD > 6A (etc), the third one seems quite good if you know you have a counter hit AND are far from walls, and the last one is the same. So 2 misses, 2 situational hits. Still good to bring to the table. :] Here's the corner variants I've just made up to make up for em': [counter hit] 2D > 6A > 623B > [pause for cross over] > 2B > 623B > Daifunka for 4737 damage [counter hit] 2D > 6A > 623B > [pause for cross over] > 2B > 623B > d.6C > 623B > 2B > for 3675 damage notes: NONE of these combos work on Carl due to failed OTG > 623B. Corner variant doesn't work on Noel, but the others do. None of these work on Bang?
WUT Posted December 20, 2009 Posted December 20, 2009 Lol tager and quadruple fire punch combos. 6b rc, v 623b, d.2b, 623b, d.6c, delay j.623b, v 6c, j.623b, v 5b. 4340 damage. Otg 623b works on Rachel as well, but you still get more damage on her with the rc j.d, v 2b, 623b into combo.
Tsuuna Posted December 20, 2009 Posted December 20, 2009 Lol tager and quadruple fire punch combos. 6b rc, v 623b, d.2b, 623b, d.6c, delay j.623b, v 6c, j.623b, v 5b. 4340 damage. Otg 623b works on Rachel as well, but you still get more damage on her with the rc j.d, v 2b, 623b into combo. Lol, inspired me to alter mine, for a tager combo. Lolwat combo: [counter hit] 2D > d.5C > 6A > 623B > daifunka 4816 damage. fixed.
rei-Scarred Posted December 20, 2009 Posted December 20, 2009 Lol, inspired me to alter mine, for a tager combo. Lolwat combo: [counter hit] 2D > d.5C > 6A > 623B > daifunka 4816 damage. That should work on everyone but Carl. Not sure if you meant that as a Tager specific just saying That said I fully approve of AA 5C 6A 623B. It's very manly.
Tsuuna Posted December 20, 2009 Posted December 20, 2009 Oh yeah, I fixed it. Must have ben too excited to realise the slight error. And, I meant the Tager combo is up higher on my other combo post, it's marked.
Dacidbro Posted December 20, 2009 Posted December 20, 2009 Yeah. On 2D you're really going to be better off just jDing it, 90% of the time. There's so much that can go wrong. Or, if you really can get it to work every time you try, please show me the timing on XBL sometime. Flashy combos are good times. Also, I don't know if I posted this, but a way to hit Daifunka on 5D without 100 meter; 5D sjc.623B > 2B 623B daifunka Works on all but Carl, IIRC
Tsuuna Posted December 20, 2009 Posted December 20, 2009 Yeah, I tested it online, and figured out the right cue to almost definitely always catch the 6A after the ch 2D. Basically, you want their head just barely above the ground, given the character. Also, you want it to look as if Bang's knee is what is hitting them up, on the kick, instead of his foot. That means he's close enough after the dash.
ShoMeYaMoves Posted December 21, 2009 Posted December 21, 2009 Also, I don't know if I posted this, but a way to hit Daifunka on 5D without 100 meter; 5D sjc.623B > 2B 623B daifunka Works on all but Carl, IIRC Pretty old, you can do it off 2D as well. It's easier on CH, but you can triple crash off either as well. Also, doesn't have to be a superjump iirc.
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