rei-Scarred Posted July 20, 2010 Posted July 20, 2010 If that started with 2D it would have blackbeated after the second 2b. If it started with j.D it would've blackbeated after the third 2B. I don't know what game you've been playing man. Assuming it was a typo and you only meant to have 2 [2B 623B] this would still only work with the 2D omitted and if you did that you can just end it with d.6C 623B the nails are a complete waste and wouldnt combo anyway. The only way to triple crash off 2D iirc (opponent must be grounded) is 2D 9623B d.2B 623B d.6C 623B The standard triple crash is j.D CH 2B 623B d.2B 623B d.6C 623B
sergetrigger Posted July 20, 2010 Posted July 20, 2010 ...Really? I've been landing it with the extra 2b 623b. Hell, I even got 2d, j.d 2b 623b, d.2b 623b d.623b before.
rei-Scarred Posted July 20, 2010 Posted July 20, 2010 Yes really. I was 99% sure, but just to be 100% sure I turned on CT to test it. The only way you can get 2 [2B 623B] in one combo is if there is only one move before hand and the 2B quickly follows the OTG (aka j.D and 6B RC work but 6D and 2C CHs dont) I found it interesting though that 6D RC can triple crash but 2C RC can not, maybe there is a flaw in my formula? Also d.623B is always legit off a high wallbounce so the ending is fine there. In fact you can use that to get a free FRKZ activation and then oki.
The_Grither_ 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. this works on errbody for 3 crashes...in corner 5c 2c crash rc 5c 2c crash rc 5c 2c crash. do nothing for oki 2881. or 5a for a tech trap for 5k ish. but as you can see is a big waste of heat but hey its 3 legit crashes... similar to the first combo but more reasonable...in corner 5c 2c cnail 5c 2c crash. oki or again 5a for tech trap. about 2300 with oki and 4800 with tech trap also that jin combo mentioned earlier with the 3c ender...if your in the corner and have full heat u can rc the j.623b then turn around daifunka. depending on if you use 5a or not damage will vary around 3500. max i beleive is 3671. again not a good use of full heat since 5a 5b 2b crash rc daifunka does almost 1000 more damage but hey if it finishes them off and you look good doin it then y not :v
Tsuuna Posted July 21, 2010 Posted July 21, 2010 Three seal throw combo on Tager in the corner. Throw > [after kick] j236C > 66~5C > 5D > sj.D > j236C > 5C > 5D > jC/sj.623B jC ender : 2828 dmg sj623B ender : 2873 dmg
huey253 Posted July 22, 2010 Posted July 22, 2010 damn tsunna let CT die. you have less than a week to wait bro HAHAHAH
Tsuuna Posted July 22, 2010 Posted July 22, 2010 Ive got nothing better to do than beat up people and make cool shit up.
huey253 Posted July 22, 2010 Posted July 22, 2010 i actually did an intresting corner combo yesterday 5B 2B 6C jD 623C 5C 6A 623B i don't know if its old but it got me about 2.8 k damage
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