AtTheGates Posted September 11, 2008 Posted September 11, 2008 - against baiken, do the airdash as soon as possible, but try delaying the j.D, alpha until the combo works. you want to hit her as late as possible without the alpha whiffing after the j.D because she is TOO low. - for the 1f samitto combo against sol, do the 2nd. j.D as late as possible (just before you touch the ground). see current samitto matches vs. kaqn (HOS) to see the combo.
GuerrillaTactic Posted September 11, 2008 Posted September 11, 2008 Yeah, I've seen the combo quite few times, started going into practice mode again today and I can get the beginning of the Jam combo maybe 2 times in 10 but I'm gonna work on that one til I get it at least 5 out of 10 before I use it in the arcades. The Sol one doesn't quite connect properly yet (mentally my brain isn't quite doing everything it needs to in that situation as well as physically my hands just aren't performing what I want them to LoL), but then again we don't have any serious Sol players around here as of yet so that combo is less important to learn at the moment. I'm sure I'll have more torment soon enough so I'll be posting back soon again :D
GuerrillaTactic Posted September 22, 2008 Posted September 22, 2008 Okay, been practicing alot of my combos and I seem to have most of the 236K launcher based ones down about 80%-90% as I found a comfortable timing for either the 5P or 5HS afterwards (it seems about 3 frames after he lands and recovers, hopefully that makes sense :D ), however when it comes to a character that just needs 236S, d.P or d.HS, I still haven't found a easy visual clue to make sure I get the dash right every time. Does any one have any hints or tips? P.S. I stated getting the Sol corner combo alot more frequently, although that's still only like 1 or 2 times out of 10 LOL
Team Shogun Posted September 24, 2008 Posted September 24, 2008 I've been wanting some more advanced combos (preferably anything with a shuri in it corner stuff etc) I know most are character specific but I want to maximize my dmg output when I get a mixup.... I have pretty good mixup but I never do anything fancier then a rekka iad combo alpha frc 6HS etc ya kno? The BnB are great but... im looking to be a little flashier xD. MTP seems like the one who could enlighten people on these since his vids show some pretty character specific stuff. Any help appreciated.
AtTheGates Posted September 24, 2008 Posted September 24, 2008 if you want shuri combos, try them against pot and baiken. combo would be: anything into iad.j.P,D, shuriken, D, \/, relaunch.
GuerrillaTactic Posted December 18, 2008 Posted December 18, 2008 I've been practicing more corner and IAD combos recently combos as I'm still terrible at them, I'm currently working on Pot and gonna work my way up the hardness line. I was interested in trying out the Sol corner combo (236S, P, j.D, 236P FRC, j.D, land, you guys know the one) and found that it worked on Slayer as well. I wanted to see if something similar was possible on more of the roster so I tried against Potemkin as I thought it would be easiest and got as far as S, 6P, S, 2D, 236S, 236K, HS, j.D, 236P, FRC, j.D, land, S, HS.... However I couldn't connect a FB or IAD combo afterwards but that might be down to my crappy combo skills. Seeing as Chipp doesn't have many hugely damaging options that aren't really character specific and quite difficult to perform I thought that there might be some sort continuity or stapple stuff that you could do with only small amounts of variation to make the damage you do easier to remember and perform. Any one got some better ideas on what can be done against Pot in the corner?
GuerrillaTactic Posted December 18, 2008 Posted December 18, 2008 Okay sorry for the double post here, I think I've figured it out but if it's on the first page I'm really sorry. I think this is possible but I need to confirm it still... Corner vs. Pot S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, land, S, HS, IAD, j.P, j.D, 236P I'll edit this up once I get this right and I can put the damage to it as well. edit 1: I got this to connect S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, land S, HS, FB it does 171 damage but uses 50% tension, if I could get the IAD to connect it would get similar damage but for only 25% tension which would be worthy in my eyes. I tried to get the IAD to work but the S, HS after landing doesn't seem to raise Pots big frame high enough (or possibly I'm too crap at this?). I might need to add an extra hit in to raise him higher but I fear this may allow him to tech before the IAD j.P can connect, I had to drop the 236K in the previous combo because the amount of hits allowed Pot to tech earlier than I could reach him so adding one in again may just hurt the teching time again? Also I used no teching on this but it didn't black beat so I don't know if it gets knock down but it is most certainly guarented.
AtTheGates Posted December 18, 2008 Posted December 18, 2008 why don't you use those: corner, 25%, 10 hits, 168 dam, knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs, iad.j.P,j.D, 236p corner, 50%, 11 hits, 192 dam, knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D
GuerrillaTactic Posted December 18, 2008 Posted December 18, 2008 I find that if I go for S, 2S and I realise that it's been blocked that it's not as good on block as S, 6P, S. Even though S, 6P, S has greater push back, it leaves you at frame advantage that allows 5K to be a really potent tool, at the moment I don't really know what to do after 2S but I suppose that's my weakness. Also if I could find a standardisation of combos (like the mid-screen rekka ones) I think it would be better for me personally as I would be able to remember the entire casts corner combos alot more easily and achieve good damage at the same time. Additionally if all the combos are similar, because you are repeating a similar combo multiple times then you are more likely to hit that combo again and again through the practice, if the combos are completely different then it takes long to gain the muscle memory to hit he combos consistently.
AtTheGates Posted December 18, 2008 Posted December 18, 2008 then just use s,6p,s,2hs or the like. it's not like you need 2s to combo into 2hs.
GuerrillaTactic Posted December 18, 2008 Posted December 18, 2008 good point, I was actually counting the number of hits wrong so I thought it was techable, that's what happens when you do this in the middle of the night I suppose.
GuerrillaTactic Posted December 24, 2008 Posted December 24, 2008 Was continuing my practice on the Sol combo and realised that you didn't have much written down for Axl. Tried the combo out and it works on him but you can crank out a bit more damage if you go with... S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, V S, HS, IAD j.P, j.D, 236P and it nets you around 208 damage and easier than the one on Sol in my eyes (or hands at least). I'll try looking into a bit more of if you can get more damage out of it because after the first j.D, 236P, FRC Axl is very high so I thought it might be possible to extend the combo with a j.S before you come down so that you can use the untechable time to hit your opponent with a 6HS to relaunch although that probably won't prove very fruitful both dificulty and damge wise. Edit. Just wanted to ask, against Sol, my major mess up point seems to be the instant air dash right at the end and I don't know quite what I'm doing wrong. I do the standing S, HS and try to IAD but I just get a forward jump. Now if I was inputting the motion too slowly I would just get the forward from the IAD motion but I get the forward jump but no subsequent air dash which is boggling me. Any advice?
AtTheGates Posted December 24, 2008 Posted December 24, 2008 yo guerilla, nice find, i will add it as soon as i can test it (couple of days). about the sol combo: the end of the combo is hard, because you already have so many hits that it's really hard to connect the last airdash j.P. just take your time at first (doesnt matter if he techs), then start decreasing the gap little by little, if that helps. anyway, the combo section is lacking lots of max damage combos anyway, but the ones i have written down somewhere in my ninja archives are 100% tension 6hs corner combos anyway. for that one time in life you make a testa dizzy!
GuerrillaTactic Posted December 29, 2008 Posted December 29, 2008 Yeah, the Sol corner combo also works on Anji and Slayer, but I think it's really quite tricky on Anji. He has a bloody annoying hit box and I actually don't know how to combo him mid screen as nothing seems to work properly except 236S, HS, j.D which seems a bit poo to me.
RAQU 17 Posted November 11, 2009 Posted November 11, 2009 Not sure if you guys care for it but i have a combo i tend to do, its universal on the whole cast. it may be a tad heavy on the tension spending though. in corner or into corner, 50% tension, 9 hits: d.s©, s(f), hs, 236s, 236s, RC, 6hs, iad, a.hs, a.236p. Note: the air hs can miss its second hit if you do the IAD wrong and it will no longer combo. it does nearly half health on everyone except for Robo and Pot. you can extend it with an frc 236p at the end but it will only get you about an extra 20 dmg. anywho, thats what i like to do. its turned around a few matches for me.
EternalLurker Posted November 11, 2009 Posted November 11, 2009 I probably shouldn't be posting since I have no GG access to test things until Thanksgiving, but I'm pretty sure I know that combo, so I'll try anyway....Isn't ending with a 623S instead of a 236P more reliable both in terms of damage and because it has about 1/5 of the startup and 1/4 the landing recovery time?
RAQU 17 Posted November 11, 2009 Posted November 11, 2009 623s doesnt lead into knockdown. i think thats a little more important that an extra 1-2 pts of damage, and as long as you do the IAD right, you will never miss the 236p.
AtTheGates Posted January 16, 2010 Posted January 16, 2010 in corner or into corner, 50% tension, 9 hits: d.s©, s(f), hs, 236s, 236s, RC, 6hs, iad, a.hs, a.236p. Note: the air hs can miss its second hit if you do the IAD wrong and it will no longer combo. oô does 183 damage (thats not a half bar), and the j.HS after the 6HS can easily be blocked if your opponent uses stagger recovery. try this combo, it#s much better and works everywhere: d.S©, S(f), HS, 236S, 236S, RC, 6HS, 2369P, \/, S©,HS, iad.j.P,j.D,j.236P. 221 damage.
GuerrillaTactic Posted February 4, 2010 Posted February 4, 2010 just been trying to perfect a few things but after standard 236S, 236K air combos for knock down, which characters can you safe jump with FDC shenanigans and which ones get up too early for that stuff? Just wanted to know if I'm doing it against the right characters or not. I'm assuming you can against ABA but not against May?
AtTheGates Posted February 7, 2010 Posted February 7, 2010 been spending some time in practice again lately. - updated 2nd post with a new ky bnb: midscreen, 0%, 15 hits, 160 dam, knockdown d.s©,6p,s©,2d,236s,236k,HS,j.p,j.p,j.k[2],j.k[2,j.D,236p no idea why i had a worse combo there, this one is quite obvious. edit: also added a new pot corner combo, which does almost as much damage as the 50% one.
EternalLurker Posted February 25, 2010 Posted February 25, 2010 Why do all the combos in this thread use f.S instead of 2S? They have identical ranges and seemingly identical knockbacks, and 2S does more damage. I always chain c.S -> 2S instead of c.S -> f.S, for example. Am I missing something that makes f.S better?
4r5 Posted February 26, 2010 Posted February 26, 2010 Some of this stuff is three years old. It's entirely possible that at the time of writing people just didn't know 2S was better than f.S.
EternalLurker Posted February 26, 2010 Posted February 26, 2010 Even the January 16 post of this year by ATG (post #143) uses S(f) where I think 2S would be better. But, judging by your reply, I take it I'm not missing anything, then? Maybe it's just an execution thing; it's easier to double-tap S than to press 2 in the combo, and pressing 2 can also mess up some things like Beta Blade if you're not very careful.
AtTheGates Posted February 26, 2010 Posted February 26, 2010 S,S is mash friendlier. it was our "standard" to begin combos with d.S,S,HS and so on, that's why we all used this format to start combos, we of course knew about 2S. who cares about the first 2,3 hits, the important stuff comes after that ^^
EternalLurker Posted March 2, 2010 Posted March 2, 2010 So it is an execution thing, then. Thanks for the explanation. 2S is already habitual for me so I'll probably stick with that, then. Furthermore, d.S -> 2S -> S is a combo I often use, so 2S is a necessity. Hey, um, question...How much can you loop 236S on a falling opponent? I've managed 4 loops, but I get the feeling that either better timing or a better setup can make it last for at least 6. I know there are much better sources of damage, but it's amusing and psychologically advantageous to get an opponent stuck in a Resshou loop. This is the one I do on Ky that gets 3 loops fairly consistently and 4 sometimes: d.S,f.S,2S,H,236S,236S-RC-d.S,2D,(236S)*n (I think. Don't have GG access at the moment so I'm typing that from memory. If that doesn't work, then the part after the RC is probably d.S,2D,236P,236K,(236S)*n instead. But that may be the Eddie version. Memory's rusty.) Can that go for more than 4 loops, meaning my timing just gets bad at that point? Or is there a better way to set up the Resshou loop that'll consistently last for more than 4 loops? EDIT: ...Neeeevermind. Ignore the above as it's full of hateful lies. My GG access recently has been solely at a friend's house and he's apparently accidentally had his training dummy set to a 2-frame delay before aerial recovery. Sans the delay I think the most the above loop gets is 2 Resshous, which isn't a loop at all.
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