Lord Cruxis Posted July 29, 2009 Posted July 29, 2009 Hey guys this is my first time posting but I thought i post this. Ok I know some !! won't work on highlevel play but I have a reason for posting this combo. Works for everyone(as far as I seen) BC, 6-dash, 623C, RC(before the 7th hit), 2D, 7-dash, j.b, 9-dash, j.b, 7-dash, j.b, 623B. 11 hits 4377 damage, 50% heat. Notes: at 2D and everything after when you do it, it looks like zigs zags as if your giving them a whooping from everywere, but also theres the one i call the stair case so instead of that you could... 2D, 8-dash, j.b, 7-dash, j.b, 7-dash, j.b, 623B. Just a different way of doing it. Also instead of ending it with 623B, if you think they won't grab out of it go for 623C and you'll get 7113 damage. My reason why I believe this will work is, well its happening very fast if you done this combo, and when the !! appears for the second grab, its sorta appears abit over Bang, and hes flashing yellow, and this is bright pink near bright yellow, I can barely see it and I'm wearing glasses, all I can see is flashing yellow from bang, maybe the opponent won't notice it either. Ofcourse they can adapt to it. But this has got to work a bunch of times atleast. If you do this near a wall to, that !! has to be even harder to notice, Just a thought. So what do you guys think?
10stars Posted July 29, 2009 Posted July 29, 2009 Hey guys this is my first time posting but I thought i post this. Ok I know some !! won't work on highlevel play but I have a reason for posting this combo. Works for everyone(as far as I seen) BC, 6-dash, 421C, RC(before the 7th hit), 2D, 7-dash, j.b, 9-dash, j.b, 7-dash, j.b, 623B. 11 hits 4377 damage, 50% heat. Notes: at 2D and everything after when you do it, it looks like zigs zags as if your giving them a whooping from everywere, but also theres the one i call the stair case so instead of that you could... 2D, 8-dash, j.b, 7-dash, j.b, 7-dash, j.b, 421B. Just a different way of doing it. Also instead of ending it with 623B, if you think they won't grab out of it go for 623C and you'll get 7113 damage. My reason why I believe this will work is, well its happening very fast if you done this combo, and when the !! appears for the second grab, its sorta appears abit over Bang, and hes flashing yellow, and this is bright pink near bright yellow, I can barely see it and I'm wearing glasses, all I can see is flashing yellow from bang, maybe the opponent won't notice it either. Ofcourse they can adapt to it. But this has got to work a bunch of times atleast. If you do this near a wall to, that !! has to be even harder to notice, Just a thought. So what do you guys think? I'm currently only interested in combos that will work at a higher level of play. Majority (95%) of throws during combos are going to be broken at tournaments, it simply isn't a viable option like it was in November when the game was in arcades. And what's 421c/b? Bang doesn't have a backwards dragonpunch. Unless you're referring to the fire punch and the command throw when you post that. For reference, no matter what side you're facing, the command throw will always be 623c, and the fire punch will always be referred to as 623b. If you land 2d in bang install mode, the dash b combos aren't worth it really, check the second post in this thread, off of 2d every character has around 4,000+ damage combos on them.
Lord Cruxis Posted July 29, 2009 Posted July 29, 2009 I said 421b/c because thats the direction you'll be facing when you get to that point? I didn't mean for any confusion. And I just thought it be something to try. I'll still keep using it because from what I seen some people miss it and get hit by all of it. But I'll try to come up with something then that is a not so easy to break out of. Other than that, this is just pretty flashy is all.
10stars Posted July 29, 2009 Posted July 29, 2009 I said 421b/c because thats the direction you'll be facing when you get to that point? I didn't mean for any confusion. And I just thought it be something to try. I'll still keep using it because from what I seen some people miss it and get hit by all of it. But I'll try to come up with something then that is a not so easy to break out of. Other than that, this is just pretty flashy is all. That's the unfortunate problem with playing online, people really don't break throws. And trust me, it's much more flashy to use any of the combos listed in the second post
Lord Cruxis Posted July 29, 2009 Posted July 29, 2009 That's the unfortunate problem with playing online, people really don't break throws. And trust me, it's much more flashy to use any of the combos listed in the second post Ai ai captain! I just wanted to contribute to the bang community lol. Also I wanted to know from you. Do you often do the B-bumper FRKZ combo in tournament play? Or is that a once in a blue moon oppertunity?
10stars Posted July 29, 2009 Posted July 29, 2009 Ai ai captain! I just wanted to contribute to the bang community lol. Also I wanted to know from you. Do you often do the B-bumper FRKZ combo in tournament play? Or is that a once in a blue moon oppertunity? Once in a full blue moon opportunity. Pushing someone to a corner is rough in bang install mode. But actually having the bumper there is even rougher. The only truly viable setup to guarantee it is if you can land a guard crush when you're in the corner > place b bumper > bang install > start nezu loop.
Lord Cruxis Posted July 29, 2009 Posted July 29, 2009 What I was thinking during a match, lets say you facing away the wall, if your great at measuring you can plant a D bumper for one wall and B bumper for the other, so if you think they'll be at the wall you can FRKZ with out worrying that you need a bumper because it will already be there if not then, atleast you got a bumper there for the other Nezu loop.
AtTheGates Posted July 30, 2009 Author Posted July 30, 2009 this is the combo thread, also, please refrain from bumping your posts.
10stars Posted July 30, 2009 Posted July 30, 2009 Second post updated completely. 99% of the highest damage combos for each character are now listed. 99% of the listed combos also have a video link to the specific second where it happens. Enjoy.
TheDarkWall Posted July 30, 2009 Posted July 30, 2009 Quick question, are all of these combos character specific, or are some universal. I ask this because for online play, which is my only form of competative play, I find timing on FRKZ to be hard at times. I haven't really given the list more than a brief run through since I'm actually still focusing on my standard game currently before I invest time in FRKZ. So anyways it does seem extremely troublesome having to learn a wide variety of relatively challenging combos for every single character. Or are these combos just being reposted on each character specific thread or something.
AtTheGates Posted July 30, 2009 Author Posted July 30, 2009 suggestion @ 10stars: can you add a headline for combos into FRKZ (since people probably assume you start with the frkz bnbs, not combos into it), and a section at the beginning with universal frkz combos? you know, BnB stuff like this: chain into 2C, dash cancel 5D, j.D,3-dash j-D,\/,2C, oki 6D, dash cancel 5D, j.D, 3-dash j.D, \/,2B,6C,9-dash j.B, 1-frame 6-dash j.D, 2-dash, \/, 2C j.D, \/,[2B,6C, 9-dash j.B, 1-frame 6-dash j.D,3-dash,\/] x2, 2C
10stars Posted July 30, 2009 Posted July 30, 2009 Quick question, are all of these combos character specific, or are some universal. I ask this because for online play, which is my only form of competative play, I find timing on FRKZ to be hard at times. I haven't really given the list more than a brief run through since I'm actually still focusing on my standard game currently before I invest time in FRKZ. So anyways it does seem extremely troublesome having to learn a wide variety of relatively challenging combos for every single character. Or are these combos just being reposted on each character specific thread or something. Some combos work on multiple characters. However to maximize your damage, there are character specifics that have to be learned. For instance, Arakune Litchi Hakumen Ragna Nu etc can all be hit by 5a > 5b > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. BUT, Arakune is one of the characters that can not be hit by 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. The extra j.b pushes arakune too far away. There are combos that work on multiple characters, the one above with the extra j.b works on litchi hakumen ragna and nu like i said, but even though it's the same combo, it's STILL character specific. For some reason or another, that combo works perfectly fine without crossing up the j.b on everyone besides hakumen, but against haku you have to crossup your j.b. Combo against litchi: http://www.youtube.com/watch?v=W1bF5F9c8UU#t=1m23ms Combo against Hakumen: http://www.youtube.com/watch?v=tvomwbEA3n8#t=3m11ms And if we started making universal lists for combos that work on majority of the cast, there's going to be the problem of "This doesn't work on carl, this doesn't work on Arakune, you have to adjust your timing for it to work on these 3 characters, oh this version on this character does more damage" Then we'll end up back here with character sections. But for the most part, the combos do generally work on alot of the cast, there's just slight changes to get the highest damage. The reason I want to avoid a universal list is because a universal combo off of each poke would not do alot of damage if it was used on alot of the cast. Dunno, maybe I'm just used to having to learn character specifics from playing Johnny. Pretty much while looking through the combos though, look at the damage. The drive combos damage is pretty much the same on everyone besides Carl and Arakune because they're the same combo.
TheDarkWall Posted July 30, 2009 Posted July 30, 2009 I see, so the combos are relative to the characters in some ways but not others. So in your opinion would you say that the combos aren't necessarily a large relearning process for each character as much as a slight tweaking?
10stars Posted July 30, 2009 Posted July 30, 2009 I see, so the combos are relative to the characters in some ways but not others. So in your opinion would you say that the combos aren't necessarily a large relearning process for each character as much as a slight tweaking? Slight tweaking. Adding or removing a hit or so. Once you learn one characters set of combos, chances are you can get a mental image of the rest.
TheDarkWall Posted July 30, 2009 Posted July 30, 2009 Ah well thats good to know. The list was rather intimidating at first. I mean I was prepared to learn character specifics but then I look at it and its like a miniature novel. I was proceeding under the presumption each and every one was a unique and entirely different combo. Thanks for the clarification, and guide itself, it'll no doubt help me up my game dramatically when I devote some time to refining my FRKZ.
DaiAndOh Posted July 30, 2009 Posted July 30, 2009 Activation in more detail than the first post: Basic stat reminder - 1 frame startup, +2 frame advantage (can move 2 frames before opponent on activation). Pressure - Bang install activation can be used in the middle of, or even as a way to reset pressure, similar to how TK D nails do. Just be aware that you do 0.5 guard libra damage (but gain more mixup potential, and it's still quite possible to guard break). Combos - Just landed a move to setup into one of the many awesome FRKZ combos (aka anything?) Activate on your normal hit, and finish the combo like only FRKZ can! In addition, it also used right before Daifunka is used to get more damage out of it, always worth if it will finish it! FRKZ can also be used as sort of a hitconfirm on things such as 5C, daifunka, which normally can't be. Defense/scouting - FRKZ can help you option select your defenses on wakeup with 6D's frame 1 autoguard (into damaging combos should you connect) or using the invincibility on Daifunka. There's probably more too somewhere.
Reioumu Posted July 30, 2009 Posted July 30, 2009 Activation in more detail than the first post: Basic stat reminder - 1 frame startup, +2 frame advantage (can move 2 frames before opponent on activation). Didn't I already put that in the first post?
DaiAndOh Posted July 31, 2009 Posted July 31, 2009 Yes, it was reminder to those specifically reading that post.
JinSaotome Posted July 31, 2009 Posted July 31, 2009 I'm really starting to like 5D a lot. Is there anything you can get off of it? I usually just do 5D j.B JC j.B j.C. Quick, easy 2k damage+one seal and knockdown
rambo4ever Posted July 31, 2009 Posted July 31, 2009 I'm really starting to like 5D a lot. Is there anything you can get off of it? I usually just do 5D j.B JC j.B j.C. Quick, easy 2k damage+one seal and knockdown two j.C's in one combo? dont you mean: 5D j.B dj.B j.C?
rambo4ever Posted July 31, 2009 Posted July 31, 2009 He means Jump Cancel, which is right. (^.^) aw sh1t my bad but yea I do the same combo. quick, simple, and efficient.
10stars Posted July 31, 2009 Posted July 31, 2009 suggestion @ 10stars: can you add a headline for combos into FRKZ (since people probably assume you start with the frkz bnbs, not combos into it), and a section at the beginning with universal frkz combos? you know, BnB stuff like this: chain into 2C, dash cancel 5D, j.D,3-dash j-D,\/,2C, oki 6D, dash cancel 5D, j.D, 3-dash j.D, \/,2B,6C,9-dash j.B, 1-frame 6-dash j.D, 2-dash, \/, 2C j.D, \/,[2B,6C, 9-dash j.B, 1-frame 6-dash j.D,3-dash,\/] x2, 2C Can I get a list from you of what you would like posted as BnBs and I'll throw a list up.
Browncoat3 Posted July 31, 2009 Posted July 31, 2009 You can add a poison shuriken at the end of it if you wanna squeeze out more damage, or do something like 5D j.b 623B RC j.D 2B 6C j.B j.C if you feel fancy and want to use 50 heat. It does about 1k more damage I think.
Recommended Posts