smooshman Posted January 31, 2010 Posted January 31, 2010 I do have a question on a block string: some guy was doing 2D>5C switching between 5D>2D>etc. I couldn't get out because I'm a retard and can't effectively punish. so how should get out?
smooshman Posted January 31, 2010 Posted January 31, 2010 IB. I meant what do I do after that. like what to punish with.
Airyaxe Posted January 31, 2010 Posted January 31, 2010 5D doesn't cancel into 2D, it can be dash canceled or special canceled. Just watch out if they cancel into a special such as ice car or ice sword. If he keeps on using 5D -> 2D (which is a bad idea) just IB and jump. If the 2D hits you while in the air, block it and air-dash in. If he dash cancels use a meaty like 5B If he special cancels into ice car (which is an even worse idea) you can Fubiki or IB with 5C. If he special cancels into ice sword though you should stay on the defensive.
JD012 Posted January 31, 2010 Posted January 31, 2010 im new to the game but was wondering is there any combos that can be done off a 623c usually a counter hit?
Marauder Posted January 31, 2010 Posted January 31, 2010 You can hit a 5C after a CH 623C and go into the air BnB from there.
JD012 Posted February 1, 2010 Posted February 1, 2010 really? they usually tech ou but i guess that probably because its not a ch... any thing else?
Jourdal Posted February 1, 2010 Posted February 1, 2010 really? they usually tech ou but i guess that probably because its not a ch... any thing else? It takes a bit of timing but as they said it HAS to be a CH, you should generally have plenty of time to do a 5C.
Airyaxe Posted February 1, 2010 Posted February 1, 2010 I said this two pages back: Rehhyou(counter) -> Dash -> 5C -> J.B -> J.C -> DJ.B -> DJ.C -> DJ.D -> Ice Car C -> (2786 Damage) Or when you're near a corner: Rehhyou(counter) -> 5C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C(okizeme) (2816Damage) For the first combo don't forget the dash, you should start the dash when the enemy is at the top of the arc and 5C almost immediately afterward to catch them in the air.
smooshman Posted February 6, 2010 Posted February 6, 2010 here's one that's very powereful but somewhat impractical, because they'll probably burst it but: (corner) 214D>2C>JB>JC>JC>214D>2C> air throw>236D>throw~7500 they will very likely break the throw, and 75 heat is a lot, but it's powerful if you 5C>214D it does ~6700 That is horrible against anyone who knows what they are doing, and it's very risky. 214D almost never connects outside of combos, so it can only be used for a punish. If they block it, there goes half your health. If you RC it, you gain almost nothing for a lost of 75 heat. If this somehow does work against a player, why would you waste so much heat for an easy to tech throw combo against someone. The first throw is easy enough to see coming, but a second one? I know it's bad, that's why put down, but I did change it to very likely break the throw.
Moy_X7 Posted February 6, 2010 Posted February 6, 2010 I know it's bad, that's why put down, but I did change it to very likely break the throw. Not to be an asshole but this thread has no place for crap like this... 2 pink throws in a "combo" that starts from 214D...
Partialartist Posted February 7, 2010 Posted February 7, 2010 Here's a fun one. On crouching... 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage The second 6C and following 5C have to be done low to the ground. Most of the time, they'll fly across the screen, but some will stay in the same corner, so you can tack on some damage. If you manage to end with 2C > 623B > 623A, it gets 4514 damage. Won't work on Carl. Harder on some characters than others. Then again it's easier to connect with... 6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A which does 4131 damage. Since I'm dealing with impracticalities anyway, here's another. CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A Does 5318 damage. Edit: Here's a throw combo that works on Noel, Ragna and I think 2 other people, who I'm forgetting. Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C Does a little over 3.2K and builds 25% heat. The lack of a knockdown sucks, but the damage and heat are good, for a throw. Re-edit: Looking back through the pages, a couple of these might have been posted in some form. I'll leave them, since they have numbers attatched to them. Here's another. Mid-screen. Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat Won't work on Carl. Practicing this one with the opponent teching forward, I noticed you can do a 236C that's completely undetectable, until the opponent is on top of it, though I doubt someone's just going to fall into it. Can't tell how safe it is, but there might be some use for it. Variation for the Ragna, Noel, Arakune, ?? combo. Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat Don't like this one too much. It does less damage than the other character specific combo and leaves you in a slightly worse position than the combo above it. Unless you do it in a spot where you can land a 623A afterward, I wouldn't use it.
Partialartist Posted February 8, 2010 Posted February 8, 2010 All of which is largely pointless, since CS is here/on the way. I hope they at least put CT characters in as EX's, on the console version. Edit: Just to compile the combos on the bottom of the last page, minus the commentary. On crouching 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D > 2C > 623B > 623A - 4514 damage 6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A - 4131 damage CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A - 5318 damage Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat On Ragna, Noel, Arakune, ?? Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C - ~3200 damage, 25 Heat Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat
Moy_X7 Posted February 9, 2010 Posted February 9, 2010 On crouching 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D > 2C > 623B > 623A - 4514 damage 6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A - 4131 damage CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A - 5318 damage Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat On Ragna, Noel, Arakune, ?? Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C - ~3200 damage, 25 Heat Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat ... or you could stick with the standard Back Throw > 214A (whiff) > 5C > 2C > sJC > j.C > JC > j.C > j.214B that works on most, if not every character and goes for a little over 3000 Damage, 24 Heat and knockdown. Now I like that CH 236A combo, very situational but nice nonetheless (well really I'm just amazed that 2D links after a 236A CH).
Partialartist Posted February 9, 2010 Posted February 9, 2010 Or that, yeah. Just putting those out there. I don't know why, but I like how high the first throw combo leaves the opponent. It feels like it's easy to keep tabs on where they're going to end up, plus it eliminates the wakeup DP option. If someone had heat, I'd prefer them high in the air than on the ground, most of the time.
Nov Ganon Posted February 9, 2010 Posted February 9, 2010 HEY can anyone help me with the timing on the 5c>6c 5c>6c into air combo everytime i try sometimes they tech and sometimes they dont FML thanks
OmniSScythe Posted February 9, 2010 Posted February 9, 2010 HEY can anyone help me with the timing on the 5c>6c 5c>6c into air combo everytime i try sometimes they tech and sometimes they dont FML thanks Usually see Carl being the one it drops on but anyway if you notice the initial 5C>6C was both at max range you can double dash (6666) for the connection. Since I'm already posting here's Jin's 8k combo: Pre requisites: 20% health(for meter regen and corner 623D(2nd hit) > 2D > 6C > 214D > 6C > 236D(2hits) > 623A > 236D(3rd hit) > 632146D > 6C > 623C = 8067 damage. Doesn't work on Tager and 236D varies on timing for Ragna and Nu.
Reyvin Posted February 9, 2010 Posted February 9, 2010 In the same vein as Omni's post, here's another similar combo: Prerequisite: at least 50 heat, in corner 623D(second hit)>6C>6D>6C>236D(2 hits)>623A>3rd hit of previous 236D>dash-in>5B(2)>5C>3C>oki Output: 6.5k damage, retain 25 heat In regards to 6C>236D>623A (Originally taken from the Japanese by way of either Killykun or Kidviper, can't remember): Standard way (read: 236D immediately after 6C, then immediate 623A) works on Bang, Carl, Haku, Tager, Jin, Rachel, and Tao. For Ara, Litchi, Noel, and Nu, differences in spacing and/or delay in 236D is necessary. My method involves backdashing after 6D so that 6C will hit the edge of the opponent, then immediate 236D. Another note, there might be some difficulty on dash-in 5B on Ara. I have yet to find a consistent way of hitting this on Ragna.
Partialartist Posted February 10, 2010 Posted February 10, 2010 CH 623C > Dash > 5C > sj.B > j.C > j.D > 5C > sj.C > 214D > 2C > 623B > 623A Does 3135 damage. Requires 6 heat.
capsuletoyco Posted February 11, 2010 Posted February 11, 2010 i found a neat little corner combo today requires 50% heat set up however you want them in the corner, i think it would work well on crouching opponents, but however you please. 5c, 6c, 6d, dash in, 6d, 5c, j.b, j.c, j.d, 214d, 2c (you can mix it up at this point) either go for a throw which if they don't escape you'll get about 5200 damage, or just got for 623 d and make sure to hit them while they are falling otherwise it'll grey out and you'll get about 42-4500 damage i can't remember specifically. you've gotta be quick with the second 6d to 5c too otherwise it just resets.
Moy_X7 Posted February 12, 2010 Posted February 12, 2010 Thought I'd add one to the list... In the corner (requires at least 28 Heat)... 623D > 5C > 6C > DC > j.B > j.C > JC > j.C > 214D > 2C > 623B > 623A for 6288 Damage. A replacement for the standard 623D > 6C corner combo, very easy to pull off. You can release D a little after the enemy is frozen instead of actually timing it. You have to be really close to the corner in order for it to work, otherwise you'll have to dash > 5C after the 2nd hit of 623D. You'll also have to super jump B instead of simply j.B after the dash cancel in order for it to work on Arakune, Carl, Nu and Bang (damn you guys and your weird hit boxes!). Oh and careful with Tager, as you know, Tager has a tendency to somehow squeeze Jin in the corner in certain combos (this one included), has messed me up a couple of times online
smooshman Posted February 13, 2010 Posted February 13, 2010 I was trying some of the sekkajin combos and realized that, with my retard fighting skills, that I can't do them at all. they are out of range by hit 6-7 and if I hit them 8 times I can't cancel it with anything and I don't a clue how I'm supposed to follow up... edit: nvm got it
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