ShoMeYaMoves Posted June 11, 2010 Posted June 11, 2010 3C ender is a nice touch, I hadn't used that before. I'd usually 2C>bumper for dat bumper oki but 3C is awesomely flashy. And yeah, I always hitconfirm with 5B off an aerial anyway since it combos from j.A or j.B as well so long as you do it correctly. Meaty jump in dash combos are too good to pass up. *3198 dmg I believe for j.C>5B>2B>623B>d.5B>2B>6C>j.C, btw.
rei-Scarred Posted June 11, 2010 Posted June 11, 2010 3C seems to be jin only. If you do the combo against Ragna (better options anyway) the 3C doesnt connect. Interesting... Also 2C bumper is brilliant. Too bad I never practiced with them.
Tsuuna Posted June 14, 2010 Posted June 14, 2010 Doubt anyone's seen this, I love playing with CH combos. 2C gives that free bumper oki we all love. Ragna confirmed, last hit whiffs on Tager. Replace 2C > 214A/B/C/D with [5B > 214A/B/C/D] Doesn't work on Haku or smaller. CH 2D > 623B > 66 > 5C > 6A > 623B > d 6C > j623B > [2C > 214A/B/C/D] or [5B > 214A/B/C/D] 5B ender = 3796 2C ender = 3871
Blade Posted June 23, 2010 Posted June 23, 2010 I have a question about FRKZ that mostly relates to CT but probably could relate to CS in certain aspects. I've been trying to find ways of applying Bang's Command Grab (Ground) and Command Grab (Air) to FRKZ in combos. For an air combo I could do something with: 5D (on the ground): 9/7 j.B, 9/7 j.B, 9/7, j.B (zig zag method), 623C Alternately 2D (con the ground) 8..quick 923C (basically if you were to TK it). Now, normally, Bang's air command grab ends with him on the ground where he can RC just as he lands, however, Bang's ground command grab ends with him in the air, and if you RC it just before the last attack you should be able to do something, but I lose all control of FRKZ after that, since there seems to be no immediate input to bring you back into another air command grab or something else for a combo (if you RC, Bang is in falling state). I'm just wondering what I can do.
Dacidbro Posted June 23, 2010 Posted June 23, 2010 You will never successfully apply a techable grab in combos. It's a crutch to succeed against weaker players.
Blade Posted June 23, 2010 Posted June 23, 2010 Yes, well, some things are JUST WORTH DOING. Don't tell me why it won't work, just tell me how it could.
DaiAndOh Posted June 23, 2010 Posted June 23, 2010 Yes, well, some things are JUST WORTH DOING. Don't tell me why it won't work, just tell me how it could. Or you could apply yourself to become a better player and actually do practical things. We're here to better competitive gameplay (or j.D spam....). We're also not here to listen your demands. That said, if someone is nice enough to answer, god bless 'em.
Dacidbro Posted June 23, 2010 Posted June 23, 2010 Most people who ask about command grabs in combos don't actually realize it's pointless. If you actually had known that, that makes your question even more confusing. Now, being a competitive player myself, I don't know absolutely anything you can do with command grabs after your opponent misses a purple tech to begin with. It's not something I've ever worried about, because where I play people tech greens on reaction even in CS with the reduced window. Purples just don't hit unless they're counter, meaning out of combo to begin with.
Tsuuna Posted June 24, 2010 Posted June 24, 2010 IMO. Instead of arguing against his question, how about stating something obvious. Regardless of a grab in a combo, that of course doesn't serve any purpose, how about stating that human error exists, and hey maybe you'll get lucky with free damage. If they break it, be sure the combo before it wasn't a total waste. End of story. Lucky purple throw is just what it is. Makes you no less of a player if you keep top level players guessing with something as akward as a purple throw. If at all, I by no means am saying to always make use of them, because it's a waste of combo ending oki, or a tech throw [which is better than a purple by all means], or really whatever is left in the situation after your combo. "I'm just wondering what I can do." Also uh, not to say that you went into a command grab with a purple, but, if it's a grounded one I honestly don't really do anything with it. THE AIR ONEHOWEVER, I do like to anticipate their tech, albeit left neutral or right, in which case [bASED. ON. CHARACTER.] I'll follow their tech and get another command throw on them until they wise up about their teching. Now, the air command throw I like, because it's very RC-able into what you want. For instance: Right before the fourth hit, is your RC time, to do what you want. C.grab 3 hits > RC > 2D > jD > 2B > 6C > jB > jC > optional A.nail into tech trap. If you must use the grounded throw, I personally love this waste of 100 heat, and unburstable 4k. C. Grab 4 hits > RC > j44/j66 > land > Daifunka >5A C.grab 3 hits > RC > 5C > 6A > 623B > Daifunka [Don't remember if this is the whole cast this works on.] Play with it. It's not as limited as you think.
Dacidbro Posted June 24, 2010 Posted June 24, 2010 IMO. Instead of arguing against his question, how about stating something obvious. Regardless of a grab in a combo, that of course doesn't serve any purpose, how about stating that human error exists, and hey maybe you'll get lucky with free damage. If they break it, be sure the combo before it wasn't a total waste. End of story. Lucky purple throw is just what it is. Makes you no less of a player if you keep top level players guessing with something as akward as a purple throw. If at all, I by no means am saying to always make use of them, because it's a waste of combo ending oki, or a tech throw [which is better than a purple by all means], or really whatever is left in the situation after your combo. Human Error exists. There is significantly less human error when competing to win. I and others in America are getting to where we can tech green throws on reaction (And some already have it perfect, like Spark) even in CS with the significantly smaller tech window. A purple throw gives you roughly 30 or so frames to react. There should never be a single case where that goes unteched, without online latency. I felt it meant more to tell him why it was useless instead of leading him to failure. Tech traps however are totally legit, so that's a good vein of conversation to hit.
rei-Scarred Posted June 25, 2010 Posted June 25, 2010 Tsunna he was asking about comboing into command grab and the air command grab RC only works if the command grab is not purple. After a purple grab the best RC you can do is literally RC 2D j.623C
Tsuuna Posted June 25, 2010 Posted June 25, 2010 "and the air command grab RC only works if the command grab is not purple" Oh. Well, I've never bothered to try as much. Which was why I was giving him more practical options.
Blade Posted June 25, 2010 Posted June 25, 2010 Thanks Tsuuna. Are you absolutely sure there's nothing you can do after RCing ground Command Throw when your in the air with FRKZ? (That is to say, if you RC and are in falling state and you have FRKZ, is there anything you can do except zoom to the ground before they do)?
ZONG_one Posted June 25, 2010 Posted June 25, 2010 I'm sure you can get j.4C loop somehow. Most versatile mode in the game, figure it out. Have 5Acid do it for you.
rei-Scarred Posted June 25, 2010 Posted June 25, 2010 Thanks Tsuuna. Are you absolutely sure there's nothing you can do after RCing ground Command Throw when your in the air with FRKZ? (That is to say, if you RC and are in falling state and you have FRKZ, is there anything you can do except zoom to the ground before they do)? Try j.D DC j.D 2 2B 6C 9 j.B j.D 2 2C. I'll bet the 6C will whiff cause of the number of hits and the execution would be tricky but that's all I got for you. and Zong this is CT not CS there are no j.4C loops except on the ground against Tager.
ZONG_one Posted June 25, 2010 Posted June 25, 2010 and Zong this is CT not CS there are no j.4C loops except on the ground against Tager. I think you're mistaken. EDIT- I'm an idiot. and have slight dyslexia?
ShoMeYaMoves Posted June 25, 2010 Posted June 25, 2010 Try j.D DC j.D 2 2B 6C 9 j.B j.D 2 2C. I'll bet the 6C will whiff cause of the number of hits and the execution would be tricky but that's all I got for you. and Zong this is CT not CS there are no j.4C loops except on the ground against Tager. And Ara. (But who goes FRKZ against CT Ara lololol)
Tsuuna Posted June 26, 2010 Posted June 26, 2010 I did once. With great [albeit lucky] success. Not only was he shocked after I did it, he had no idea what a crossup overhead was in FRKZ until it worked maybe 4 times. Silly arakune players don't even know why their Dive is broken.
iw2ma Posted June 26, 2010 Posted June 26, 2010 I like when they dive but don't understand my 2D doesn't work on it, so it DOES
sergetrigger Posted July 12, 2010 Posted July 12, 2010 What's the safest way to get into FRKZ? I usually do j.d, land 2b, 623b, FKRZ then d.6c, j.d and go into a combo from that.
rei-Scarred Posted July 12, 2010 Posted July 12, 2010 Uh, you can only get one hit after activating FRKZ in CT because of the combo timer. In CT, for a safe activation mid combo I did etc -> OTG 2B 623B FRKZ 623B 6 dash. Gives you free oki in frkz and as far as i know is the only safe way to do it.
DaiAndOh Posted July 12, 2010 Posted July 12, 2010 What's the safest way to get into FRKZ? I usually do j.d, land 2b, 623b, FKRZ then d.6c, j.d and go into a combo from that. You get +2 frames just for activating. So it's always safe to activate. If you have barrier that is.
Tsuuna Posted July 19, 2010 Posted July 19, 2010 With CS right around the corner, I constantly am being overcreative with Bang combos, and hell, I could care less if there are better CS alternatives. Been playing with the throw for better damage then j623B after the kick, or corner combos. I've been doing my best to maximize every damage opportunity Bang can make, otherwise, go for as many seals as possible at a single time. This has four-seal combos in mind, but not everyone has the perfect opportunity ti just get one out, so might as well make use of bang's grab for some seals. [Tager spec.] Grab > [before kick]j236C > 2B > 6C > jD > j236c > 66~5C > 5D > sj.623B 2 seals, 2 nails, 2555 dmg. [Rachel spec.] Grab > [before kick]j236C> 66~5A > 5B > 2B> 2C > j.236C > 66~5C > 5D > sj.623B 1 seal, 2 nails, 2103 [Rag,Haku spec] Grab > [before kick]j236C > 2B > 6C > jD > j236C > 5D > sj.623B 2 seals, 2 nails, 2338 [Lit,Nu,Ara] Grab > [before kick]j236C > 2B > 6C > dj.D > 2C -optional- > 214[A,B,C,D] 1 seal, 1 or 2 nails, 1937, couldnt think of much better. [Carl] Grab > WHAT. SHIT DOESNT COMBO AT ALL. FFFFFFFFFFFUUUUHHHHHHH CARL. 0 seals, 0 nails, 1200 dmg [Tao,Noel] Grab > [before kick]j236C > 66~5A > 5B > 2B > 2C > 6D > 623B 1 nail, 1 seal, 1884 dmg. NOT worth it, unless you really want that seal. Oh yeah, and better damage corner combo on Ragna and Tager, for same oki and same plausible outcomes. 5A > 5B > 2B > 6C >jD >5C > 6A >9~jA > jB > jC > [A-nail, j623B on Tager, B-nail, j623C, oki] 3262 Dmg without added options VS 5A > 5B > 2B > 6C >jD > 2B > 6C > jB > jC >[A-nail, j623B on Tager, B-nail, j623C, oki] 3176 Dmg without added options
rei-Scarred Posted July 20, 2010 Posted July 20, 2010 Since you bring up creative throw combos, I might as well bring up what I found. In the corner on some characters I found you can do. Throw [after kick] Cnail d.6C JC j.D 2B 6C j.B j.C. It works for example on Litchi. Also in the corner you can whiff an Anail after the kick to do 5A, whatever for respectable meterless damage off of a throw. You should watch my newest montage there's some cool
sergetrigger Posted July 20, 2010 Posted July 20, 2010 Ugh, I've been messing around with triple crash combos. I'm sure I asked this before, but is it possible to start it with CH 2d? I've been getting very very mixed results with it... Sometimes I land it, sometimes I completely miss. But this one I've kinda came up with on the fly while fighting this one Jin... 2d(?), j.d, 2b, 623b, d.2b, 623b, d.2b 623b, 2369D, d.6c. And right after that, it sets them up for a command throw tech trap... It's not sure if it's completely legit since when I did it, the beat became cold right after the D nails.
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