Celerity Posted September 15, 2014 Posted September 15, 2014 This doesn't seem to work on Labrys or Shadow Labrys. 5C 22A/B doesn't seem to work on her at all unless you are point blank and just hit with raw 5C, cancelling from any other normals just seems to push you too far away and the 22A/B whiffs 5C(2) > 22A does work on Labrys, and 5C(1) > 22B works on her if you do it as quickly as possible. They have to be right in the corner, though. Try to time the 22A so it hits right after the 5C(2) does. It's similar timing to a midscreen 5C(2) > 214B combo.
Effenhoog Posted September 16, 2014 Posted September 16, 2014 Alright I got it, I didn't know you could delay the 22A that long and have it actually still combo. I'm curious what ASW actually planned for her combos to be like because a lot of her stuff feels like it kind of just happens to work rather than being intentional
Complexity Posted September 16, 2014 Posted September 16, 2014 Highest damage I could find off OMB was: CH 5c dash 2b 5b 2ab OMB dash 5c 22b 214a 214214cd for 8k damage. Also, point blank 2b(1) 5c combos on standing opponents, so you can do things like j.b j.a 2b(1) 5c 214b 5aaa 214a to increase your midscreen damage.
haotshy Posted September 22, 2014 Posted September 22, 2014 Midscreen: Throw > OMC > 66 5C > 214B > 2B(1) > 5C(1) > 22A > delay j.B > j.D > jc > j.2B - 2758+scan Anybody have advice for this combo? I've tried a bunch of different timings for the j.B, but I've only gotten the j.D to hit once. I've also tried just jumping just straight up as was as forward jumping, but this combo just won't work for me. Or if there's a better midscreen throw OMC combo that has been found, someone let me know, please.
Justice7541 Posted September 23, 2014 Posted September 23, 2014 j.B j.D timing is pretty tight. It should be superjump also btw but I don't know if that makes any difference for what you're trying to do.
Lostwind Posted October 1, 2014 Posted October 1, 2014 So guys, I want to explore some combo options off of 2b(1 hit) 5c 214b after the wall bounce. The challenge mode shows that you can hit them when they bounce back with 2b, but the timing seems really tight unless I just don't know it. I've hit with 5a 2b very few times, but was wondering if anyone could help with the visual cue or timing for when is the right time to perform 2b after the wall bounce. I feel like there can be a myriad of combo options there for both damage and set ups from this combo starter, and it can obviously be done without meter.
Justice7541 Posted October 1, 2014 Posted October 1, 2014 It should be 5C delay 214B. The farther out you hit them the more advantageous it is and the easier it is to follow up. It is tigher on some characters, i.e. Minazuki. Ideally you want the 214B to connect after the second hit of 5C and as close to to the move's max range as you can get it. Also note that it only works on crouch at most ranges except for I think point-blank 5C.
Grimsley-San Posted October 3, 2014 Posted October 3, 2014 Corner only (haven't tested midscreen) 22A > 214214C+D Let 22A's second hits hit, Should do about 6k if you perfect the rhythm. (I usually get around 5.7k damage at times)
Justice7541 Posted October 3, 2014 Posted October 3, 2014 Midscreen you can do sweep > 236C+D 665C(1) 22B 214A 66 214214C(/+D). Not as much as the OMB version though and still runs the clock, so usefulness is kinda limited.
Krelian Posted October 11, 2014 Posted October 11, 2014 Hey guys can anyone give me good corner combos for Rise that has decent damage. Combos with and without using heat. (Note i tried the one i found from youtube but it seems outdated(?) I've been trying this 5AA 5B 5C 22A 2AB 236A but 236A won't hit.) Thanks!
Sakaku Posted October 11, 2014 Posted October 11, 2014 Universal: 5AA > 5B > 5C > hop > j.B > j.236C > 5AA[A > 214A] or [> 2AB > 236B] easier on crouching opponents, but also works on standing Standing opponents: 5AA > 5B > 5C > 22A > 5AAA > 214A (25) 5AA > 5B > 5C > delay 22A > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A delay of 22A is character specific Crouching opponents: 5AA > 5B > 5C > 22B > 5AA[A > 214A] or [2AB > 236B] (25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A Awakened: (75-100) 5AA > 5B > 2AB > 236AB > 2B(1) > 22A > 236A > 214214C(D) also works off a throw
haotshy Posted October 11, 2014 Posted October 11, 2014 j.B j.D timing is pretty tight. It should be superjump also btw but I don't know if that makes any difference for what you're trying to do. Sorry for the super late response, but thanks, I'll try that out. I'm still unsure of exactly what I'm supposed to be doing, like if I'm supposed to delay super jump and do j.B as I'm rising or falling, but I'll mess around with it in training mode and see if I can figure it out. Hey guys can anyone give me good corner combos for Rise that has decent damage. Combos with and without using heat. (Note i tried the one i found from youtube but it seems outdated(?) I've been trying this 5AA 5B 5C 22A 2AB 236A but 236A won't hit.) Thanks! You need to delay the sweep a bit. Universal: 5AA > 5B > 5C > hop > j.B > j.236C > 5AA[A > 214A] or [> 2AB > 236B] easier on crouching opponents, but also works on standing Standing opponents: 5AA > 5B > 5C > 22A > 5AAA > 214A (25) 5AA > 5B > 5C > delay 22A > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A delay of 22A is character specific Crouching opponents: 5AA > 5B > 5C > 22B > 5AA[A > 214A] or [2AB > 236B] (25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A Awakened: (75-100) 5AA > 5B > 2AB > 236AB > 2B(1) > 22A > 236A > 214214C(D) also works off a throw I'll have to test the last one out, because I've just been doing: corner throw > 2B (2) > 5C (2) > 22A > 236A > 214214C(+D). Gets about 5.4k with the SB super, IIRC.
Sakaku Posted October 11, 2014 Posted October 11, 2014 Oh. Yours is besser (and much easier). The combo I've been doing only does 4.6k.
haotshy Posted October 12, 2014 Posted October 12, 2014 I'll have to test the last one out, because I've just been doing: corner throw > 2B (2) > 5C (2) > 22A > 236A > 214214C(+D). Gets about 5.4k with the SB super, IIRC. Does a few hundred less damage than I remembered it doing. It's 4961 dmg if you do: 2B (2) > > 5B > 5C (2) > 22A > 236A > 214214C+D Still, not bad at all for an easy corner throw combo.
Hollysmoke Posted November 29, 2014 Posted November 29, 2014 Are there any non-OMC/OMB mid screen throw combos? I don't know how to follow up, I usually just throw a microphone stand at their face in the hopes of stealing some meter.
Q-Riku Posted November 29, 2014 Posted November 29, 2014 Mid-screen you can combo after a CH throw, you can go in wtih iad j.b, j.,a, land, usual combo or 66, usual combo.
rubedo777 Posted November 30, 2014 Posted November 30, 2014 I need combos off of airthrows and dp->risette field. My airthrow combo is currently: Airthrow, OMC, 2B(2), 5C(1), 22A, 214A, run forward jB, dj(B, C(1), 236C) - ~3040-3127 Maybe there's better
rubedo777 Posted November 30, 2014 Posted November 30, 2014 Crouching opponents: (25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A For throw, this one is better: throw, 2B(2), 5B, 5C(1), hop (B, 236C), 2A, 5AAA, 214A, 236236B - 3819 And as for the other combo, it seems hard and most of the time they drop out before the third 5A in the autocombo...there is also a typo, should say 2B(1) instead of j.B(1). For the corner crouching combo I use: 5AA, 5B, 2B(2), 5C(2), 5B, 2B(2), 5C(1), hop B, 5AAA, 214A, 236236B - 3782 Doesn't require any meter (aside from the super).
MegaBlues Posted November 30, 2014 Posted November 30, 2014 Here are a few good, easy combos that deal respectable damage. 5aa 2b(2) 5b 5c 2b(2) 5b 5c hjc j.5a 5aaa 214a 236236b (hop cancel the second 5c as soon as possible, and j.5a as close to the ground as you can, so it links into 5aaa) AoA~D 236B 2B(2) 5C(2) 236C 5AAA 214A 236236B (the 5A of the 5AAA needs to be timed to connect.) AoA~D 22A 236A 214214CD (Laughably, this does the most damage of any AoA~D combo into Dance Super I can come up with.)
Hollysmoke Posted December 2, 2014 Posted December 2, 2014 I need combos off of airthrows and dp->risette field. My airthrow combo is currently: Airthrow, OMC, 2B(2), 5C(1), 22A, 214A, run forward jB, dj(B, C(1), 236C) - ~3040-3127 Maybe there's better I've been doing Air Thrown > OMC > 2B (2) > 5C (1) > 22A > j5C > j5D (land) > j5B> jc > j5B > j5B > j236C - 3074 Maybe you can replace the j236C with j5C into Risette Field but I haven't been able to do it because I'm bad.
RurouniLoneWolf Posted December 5, 2014 Posted December 5, 2014 Late to the party but alternatively, you can go for Air Throw > OMC > 5C > 22B combo route to get better oki.
Zahlzeit Posted December 29, 2014 Posted December 29, 2014 Say I'm cornered but I roll a move and cross the opponent up, what is a suggested CH combo? Also, for: 5AA (5B 2B) 2A+B > 236C+D, 5C(1) > 214B, 5AA 2A+B How come sometimes the opponent will tech early making 5C or 5AA after 214B not connect? Edit: I was trying to see how much I can delay 236CD or not at all to see if it would affect it but is the case just me not linking 5C correctly?
MegaBlues Posted January 31, 2015 Posted January 31, 2015 https://www.youtube.com/watch?v=XySzrWnOFNc&feature=youtu.be A maxed out, FC 5C combo I decided to work on tonight. Simpler, more practical FC 214B and raw plain/counter/FC 5C combos use the same theory, but with possible 22B Delay 214A use. She really doesn't want you to touch her.
fruits_punch95 Posted February 26, 2015 Posted February 26, 2015 I have 2 questions. In the challenge 24 you have to do 2b 5C 214B 2B, etc... But how? When I want to hit the second 2B Rise hasn't recovered from the 214B, I have tried countless times but have been able to hit just twice. And the other one. Is it possible to do OMB>rhythm super?
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